i've spent the last few years modding - time to try something different
where would i look to learn how to add custom wall poster (.jpg) to stock maps? i understand it'll be clientside download
i have moh radient, mbuilder, bsp to map
thanks,
Z
I prefer to add custom posters to my custom maps
I think hes asking how you go about adding them Krug
I know, just confused by the fact of adding custom mods to stock maps.
With radient its easy, just grab the original map files and add the custom wallpapers as in anyother map you have made, then compile with your custom poster/wallpaper etc.
To add it in stock maps, you can use an existing model like a painting with a texture, spawn the model but change the texture.
Or replace exisiting textures of paintings or decals or wallpapers in stock maps. I did a mod like this ages ago. Yo can find it in www.krugerland.tk downloads sections
Herr_Kruger:
I prefer to add custom posters to my custom maps
how do you do that! im trying to figure that out.
do u want to know how to make custom textures in maps?
(your maps?)
programs needed:
notepad
pakscape
(any art program)
right time to put a little truth to other tutarials about 512 x 512 size pictures
its not true u can use smaller or bigger than that any size will do
now make 2 folders 1 called SCRIPTS and 1 called TEXTURES inside the textures folder
make another call it what ever you want ie custom
so now that them folders are made u put your pictures/textures in that folder called custom
now in the scripts folder right click on mouse and go to notepad
make a new document call it custom
now in there u type your script for the shader which goes with the textures
we will call our picture/texture help.jpg
so if u want metal as the surface palm (in other words what its made of)
textures/custom/help
{
surfaceparm metal
nopicmip
{ map textures/custom/help.tga
rgbGen identity
depthWrite
}
{ map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
depthFunc equal
}
}
/////////////////////////////////if u want wood////////////////////////////////////
textures/custom/help
{
surfaceparm wood
nopicmip
{ map textures/custom/help.tga
rgbGen identity
depthWrite
}
{ map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
depthFunc equal
}
}
//////////////////////////////////gravel effect//////////////////////////////////
textures/custom/help
{
surfaceparm gravel
nopicmip
{ map textures/custom/help.tga
rgbGen identity
depthWrite
}
{ map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
depthFunc equal
}
}
//////////////////////////////glass texture//////////////////////////////////////
textures/custom/help
{
surfaceparm glass
nopicmip
{ map textures/custom/help.tga
rgbGen identity
depthWrite
}
{ map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
depthFunc equal
}
}
if you are making alpha channel textures then u will have to use some program like psp9
(alpha textures = see through pictures)
then once u know how to do it in some art program then heres the script u will need for the shader
textures/custom/help
{
qer_editorimage textures/custom/help.tga
surfaceparm fence
surfaceparm metal
surfaceparm nomarks
surfaceparm trans
cull none
nomipmaps
nopicmip
{ map textures/custom/help.tga
alphaFunc GE128
nextbundle
map $lightmap
}
}
(bit of info alpha channeled pictures cant be jpgs but notice in the script how even if u use a jpg or
tga file they still show up
mohaa can only have the jpg and tga files it doesnt accept dds but i know later mohaas do
(where it says surface parm in the scripts just change that to stone /liquid etc..)
cheers drew