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my bad luck with textures.


Theothesnopp

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I was bored and decided to try to make a texture problem is i dont know much about it but the wiki was very helpfull and helped me out alot.

 

so i finished a small one the size is : w:1024 h:512

 

it looks like this in the DR : post-2536-1237837127_thumb.jpg (paint blurred the pic a bit)

 

and in game its all balck

 

so i aplied another texture to one of the brushes, and then i get a leak.

 

its really weird.

 

 

any help would be much appreciated

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I was bored and decided to try to make a texture problem is i dont know much about it but the wiki was very helpfull and helped me out alot.

 

so i finished a small one the size is : w:1024 h:512

 

it looks like this in the DR : post-2536-1237837127_thumb.jpg (paint blurred the pic a bit)

 

and in game its all balck

For me that's usually a path error. Perhaps the console gave you an error message (couldn't find ...). If so check the paths and make sure they are set right in the material file. Or maybe a typo in the material file? The console should tell you something about that too.

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For me that's usually a path error. Perhaps the console gave you an error message (couldn't find ...). If so check the paths and make sure they are set right in the material file. Or maybe a typo in the material file? The console should tell you something about that too.

 

 

i'll see.

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here it is.

 

i werent alowed to upload the mtr but i can paste the text inside it

 

textures/darkmod/Theothesnopp/Stone/MarbleFloor1

{



stone



qer_editorimage textures/darkmod/stone/flat/MarbleFloor1_ed



diffusemap textures/darkmod/stone/flat/MarbleFloor1

specularmap textures/darkmod/stone/flat/MarbleFloor1_s

bumpmap textures/darkmod/stone/flat/MarbleFloor1_local

{

if ( parm11 > 0 )

blend gl_dst_color, gl_one

map _white.tga

rgb 0.40 * parm11

}

{

textures/darkmod/Theothesnopp/Wood/Board/WornMulticolor01

{



wood



qer_editorimage textures/darkmod/wood/board/WornMulticolor01_ed



diffusemap textures/darkmod/wood/board/WornMulticolor01

bumpmap textures/darkmod/wood/board/WornMulticolor01_local

{ 

if ( parm11 > 0 )

blend gl_dst_color, gl_one

map _white.tga

rgb 0.40 * parm11

}

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Is this exactly what the file contains or did you just copy parts of it? Because that's an incomplete material definition.

 

 

nope its the full, i copied a mtr that i found somewere and just changed names here n there, im to lazy with the complicated text (code?) its rlly confusing :P

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This is a correct material definition:

textures/darkmod/stone/brick/rough_blocks02
{
   stone

   qer_editorimage textures/darkmod/stone/brick/rough_blocks02_ed
   diffusemap      textures/darkmod/stone/brick/rough_blocks02
   bumpmap         textures/darkmod/stone/brick/rough_blocks02_local

   {
       if ( parm11 > 0 )
       blend       gl_dst_color, gl_one
       map         _white
       rgb         0.40 * parm11
   }
   {
       if ( parm11 > 0 )
       blend       add
       map         textures/darkmod/stone/brick/rough_blocks02
       rgb         0.15 * parm11
   }

   // TDM Ambient Method Related
{
	blend	add
	map		textures/darkmod/stone/brick/rough_blocks02
	red		global2
	green	global3
	blue	global4
}
}

You can modify that for now and ask when there are problems.

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Yes, make sure the all the { and } are in the right places. Use tabs like in Baal's example to show what lines are in a block enclosed with a { and }.

 

The texture looks nice btw. But there's and obvious seam, can be in the diffuse or the normal map.

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