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Help, how I create a new texture for mapping? - Printable Version

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Help, how I create a new texture for mapping? - derrant - 09-09-2020

I have created new textures seamless for mapping use, but I don't know how to make them working properly. Any help? I know that they should be scripted by .shader files and DP uses compatible quake shaders (Actually I'm not sure about this), but I don't know how create it and what write inside... Should I have knowledge about programming to make them (quakec, opengl, cg, etc)? Exists a guide made exactly for xonotic for newbie or dummies? Thanks


RE: Help, how I create a new texture for mapping? - Kotangens - 09-09-2020

I don't know about this, but I put new textures in the same place as other textures, that is, in the data / data / textures / yourtextores folder.  Also if you want to create a category : abc_textures.  You don't need to write anything in the code.  I think I helped you.


RE: Help, how I create a new texture for mapping? - derrant - 09-10-2020

Thanks Kotangens, the problem is that, if I want to distribute these textures or my maps use these textures, but others no, the textures are not usable or visible inside the map by other people, so I would to know how to insert in the map, and how to script their shader file


RE: Help, how I create a new texture for mapping? - Kotangens - 09-10-2020

(09-10-2020, 04:46 AM)derrant Wrote: Thanks Kotangens, the problem is that, if I want to distribute these textures or my maps use these textures, but others no, the textures are not usable or visible inside the map by other people, so I would to know how to insert in the map, and how to script their shader file

Try to do it like the screenshots. Tip: You can create a separate file for the map.

Pack only the contents of the folder!


RE: Help, how I create a new texture for mapping? - Freddy - 09-10-2020

You can find a manual on how to write shaders here:
http://q3map2.robotrenegade.com/docs/shader_manual/

In my opinion, you should always try to seperate content into pk3dirs. If you want to create textures specifically for one map, put the shaders and textures into the same pk3dir as your map (setup as described in https://gitlab.com/xonotic/xonotic/-/wikis/mapping-FirstMap#per-map-setup). If you want to create a texture pack that others can use for their maps, create a pk3dir with a "scripts" and a "textures" subfolder. One problem is that Darkplaces has no way of handling dependencies for custom content. This means that every server admin who uses a map with those textures has to add the texture pack to their list of serverpackages as otherwise players might end with missing textures. (This problem should be solved once we finish moving engine from Darkplaces to Daemon)


RE: Help, how I create a new texture for mapping? - derrant - 09-10-2020

(09-10-2020, 07:50 AM)Kotangens Wrote:
(09-10-2020, 04:46 AM)derrant Wrote: Thanks Kotangens, the problem is that, if I want to distribute these textures or my maps use these textures, but others no, the textures are not usable or visible inside the map by other people, so I would to know how to insert in the map, and how to script their shader file

Try to do it like the screenshots. Tip: You can create a separate file for the map.

Pack only the contents of the folder!

okay, I will do this, thanks for the tips


RE: Help, how I create a new texture for mapping? - derrant - 09-10-2020

(09-10-2020, 09:34 AM)Freddy Wrote: You can find a manual on how to write shaders here:
http://q3map2.robotrenegade.com/docs/shader_manual/

In my opinion, you should always try to seperate content into pk3dirs. If you want to create textures specifically for one map, put the shaders and textures into the same pk3dir as your map (setup as described in https://gitlab.com/xonotic/xonotic/-/wikis/mapping-FirstMap#per-map-setup). If you want to create a texture pack that others can use for their maps, create a pk3dir with a "scripts" and a "textures" subfolder. One problem is that Darkplaces has no way of handling dependencies for custom content. This means that every server admin who uses a map with those textures has to add the texture pack to their list of serverpackages as otherwise players might end with missing textures. (This problem should be solved once we finish moving engine from Darkplaces to Daemon)
Oh very thanks, I'll read this, you made me all the more sure now.