Mapping?

Started by zeb199, December 12, 2006, 03:39:27 AM

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zeb199

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

*Herr_Kruger

I prefer to add custom posters to my custom maps :)

Cobra {sfx}

I think hes asking how you go about adding them Krug
Sleep? What is that?

*Herr_Kruger

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 :)

tourguide502

Herr_Kruger:
I prefer to add custom posters to my custom maps

   

   

   how do you do that! im trying to figure that out.

judge817

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