Create an account


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Help, how I create a new texture for mapping?

#1
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
"forgive your enemies but never forget their nicknames"
Reply

#2
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.
exec XonoticMod.cfg - my  Cool  mod;
MyStats:
[Image: 151702.png]
Reply

#3
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
"forgive your enemies but never forget their nicknames"
Reply

#4
(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!


Attached Files Thumbnail(s)
       
exec XonoticMod.cfg - my  Cool  mod;
MyStats:
[Image: 151702.png]
Reply

#5
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/-/wik...-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)
Reply

#6
(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
"forgive your enemies but never forget their nicknames"
Reply

#7
(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/-/wik...-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.
"forgive your enemies but never forget their nicknames"
Reply



Possibly Related Threads...
Thread Author Replies Views Last Post
  [NEED HELP] Texture problems in MD3 exported models (Quake 3) xLuca91x 9 921 03-31-2020, 03:13 PM
Last Post: xLuca91x
  Texture release thread _para 11 2,419 03-14-2019, 10:45 AM
Last Post: _para
  How would i create glass textures? Molnija 2 964 10-28-2018, 01:07 PM
Last Post: Molnija
  Tech texture set by Cr4zy now officially distributed under GPLv2+ license illwieckz 3 1,201 10-05-2018, 09:39 AM
Last Post: Julius
  Texture and Player Model Creation Help Molnija 5 1,607 09-30-2018, 12:04 PM
Last Post: Molnija
Brick trying to get into mapping, HAALP TheSmasher1992 21 2,702 06-14-2018, 02:04 PM
Last Post: Julius
  What is needed to get started mapping? twitch 5 2,570 01-15-2017, 10:13 PM
Last Post: twitch
  [SOLVED] 3d texture? Z(Rus) 2 2,310 01-23-2016, 06:30 AM
Last Post: Z(Rus)
  Mapping tutorials tZork 38 38,032 09-05-2015, 02:40 AM
Last Post: darkhog
  Anyone needs an already-existing texture upscaled? acerspyro 0 2,144 07-16-2015, 02:44 PM
Last Post: acerspyro

Forum Jump:


Users browsing this thread:
1 Guest(s)

Forum software by © MyBB original theme © iAndrew 2016, remixed by -z-