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Forum: All Forums : Call of Duty 4
Category: CoD 4 Level Design
CoD 4 mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, Rasta, StrYdeR, The_Caretaker, supersword, batistablr, playername, Welshy
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Author Topic: Custom texture error
Jimmy
General Member
Since: Dec 2, 2007
Posts: 6
Last: Feb 19, 2008
[view latest posts]
Level 0
Category: CoD 4 Level Design
Posted: Wednesday, Jan. 30, 2008 04:08 pm
Hi, Iīve got a problem with creating a custom texture. If there allready is a topic with this problem, sry i didnīt find it.
Iīve never tried to make a custom texture before, so i followed the tutorial by NovemberDobby.

When I try to convert the texture i have always the same error:


I really donīt get, what that "no tile" means [ohwell]

pls help... Thanks a lot...

edited on Jan. 30, 2008 04:12 pm by Jimmy
The_Caretaker
Preferred Member
Since: Jun 8, 2004
Posts: 11622
Last: Jan 3, 2009
[view latest posts]
Level 10
Forum Moderator
Category: CoD 4 Level Design
Posted: Wednesday, Jan. 30, 2008 04:15 pm
what are the dimensions of your texture?
They have to be 2^n x 2^n pixels..

with 2^n being 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024...
dundy
General Member
Since: Dec 14, 2004
Posts: 161
Last: Dec 31, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Wednesday, Jan. 30, 2008 05:19 pm
can any body tell me what to do when i wanna use 1 of these

textures from this site http://textures.forrest.cz/

so it will work in assetmanger and showup in game

ps anyway to use cod2 texture

thanks[thumbs_up]
RobertJ
General Member
Since: Jan 21, 2008
Posts: 5
Last: Jan 30, 2008
[view latest posts]
Level 0
Category: CoD 4 Level Design
Posted: Wednesday, Jan. 30, 2008 05:24 pm
Ok, let me tell you what settings I use to get textures to work. In the asset manager set the following:

materialType: world phong
sort: *
surfacetype: paper
usage: poster

Locales: only check "case" make sure no others are checked.

framebuffer operations (not the below are default settings)
blendfunc Replace*
cullFace Back*
polygonOffset None*
alphaTest Always*
depthTest LessEqual*
depthWrite *
tessSize: 0 (you might have to scroll right to see this)

Color map: Choose the name of your file in the first textbox
Under the textbox there is a drop down list box that is default at tile both* CHANGE THIS TO "no tile". In the next box change it from mip to "nomip bilinear"

This should fix your problem. The error you were getting was because you had "tile both" on. The other error non-power-of-2 image is because you did not make your image a power of 2. Open your image in paint or any other program and make sure that the size is in pixels and is a power of 2. so 512X512, 32X32, 512X128. All you have to do is get a calculator and type in 2 times 2 times 2 times 2 until you get to a number that is big enough. Also the image does NOT have to be square. So as long as the first number is a power of 2 and the second number is a power by 2 you are okay. For instance if your height is 512 and your width is 128 then this is okay. If your height howerver is 516 and your width is 128 this is not okay because you can not get the number 516 by multiplying 2 by itself.

I have been working my butt of with radiant and I am thinking of putting together some tutorials because I have managed to get the loading screen, compass, and textures working.

I think that there needs to be a full video on these topics; the videos need to assume you know nothing. Who knows I may make it soon.
RobertJ
General Member
Since: Jan 21, 2008
Posts: 5
Last: Jan 30, 2008
[view latest posts]
Level 0
Category: CoD 4 Level Design
Posted: Wednesday, Jan. 30, 2008 05:34 pm
dundy writes...
Quote:
can any body tell me what to do when i wanna use 1 of these

textures from this site http://textures.forrest.cz/

so it will work in assetmanger and showup in game

ps anyway to use cod2 texture

thanks[thumbs_up]


Save images to your computer as .JPG then use a paint paint program (try paint .NET, it is a free program that is really good) to resize the image to a power of 2.

To get the texture working in your game and so others can see it you need to create a .iwd file. To do this just create a .zip file and create a folder in it named images. Now go to your call of duty folder and go to the folder raw->images then find your image in there (the image is an .iwi file and you must use the one in this folder) now drag your image into the folder images in your zip file. Now replace the .zip with .iwd. Now go into your call of duty folder again and open the folder zone->english then find the two .ff files that are assiciated with your map (one will be your maps name and the other will be your maps name with load after it). Now copy (DO NOT DRAG) and paste these to your desktop. Create a folder (a folder NOT a zip file) with the SAME NAME as your map. Drag the two .ff files in there from your desktop and the .iwd file in there we created. Now you can give these to your friends.

In order for your friends to use them they need to create a folder (if it does not already exist) in their call of duty folder named usermaps. Then just put the entire folder that contains mp_yourmapname.ff mp_yourmapname_load.ff and mp_yourmapname.iwd in there in the usermaps folder.

Please remember to name the folder the same as your map name. If my map name was mp_test then my folder would be named mp_test and my .iwd file would be mp_test.iwd. I hope this helps.

I hope this helps.
RobertJ
General Member
Since: Jan 21, 2008
Posts: 5
Last: Jan 30, 2008
[view latest posts]
Level 0
Category: CoD 4 Level Design
Posted: Wednesday, Jan. 30, 2008 05:35 pm
RobertJ writes...
Quote:
Ok, let me tell you what settings I use to get textures to work. In the asset manager set the following:

materialType: world phong
sort: *
surfacetype: paper
usage: poster

Locales: only check "case" make sure no others are checked.

framebuffer operations (not the below are default settings)
blendfunc Replace*
cullFace Back*
polygonOffset None*
alphaTest Always*
depthTest LessEqual*
depthWrite *
tessSize: 0 (you might have to scroll right to see this)

Color map: Choose the name of your file in the first textbox
Under the textbox there is a drop down list box that is default at tile both* CHANGE THIS TO "no tile". In the next box change it from mip to "nomip bilinear"

This should fix your problem. The error you were getting was because you had "tile both" on. The other error non-power-of-2 image is because you did not make your image a power of 2. Open your image in paint or any other program and make sure that the size is in pixels and is a power of 2. so 512X512, 32X32, 512X128. All you have to do is get a calculator and type in 2 times 2 times 2 times 2 until you get to a number that is big enough. Also the image does NOT have to be square. So as long as the first number is a power of 2 and the second number is a power by 2 you are okay. For instance if your height is 512 and your width is 128 then this is okay. If your height howerver is 516 and your width is 128 this is not okay because you can not get the number 516 by multiplying 2 by itself.

I have been working my butt of with radiant and I am thinking of putting together some tutorials because I have managed to get the loading screen, compass, and textures working.

I think that there needs to be a full video on these topics; the videos need to assume you know nothing. Who knows I may make it soon.


in the sort* put it as default. and depthwrite as auto* I accidently put arrows around those so they did not show up :-(

edited on Jan. 30, 2008 05:37 pm by RobertJ

edited on Jan. 30, 2008 05:41 pm by RobertJ
dundy
General Member
Since: Dec 14, 2004
Posts: 161
Last: Dec 31, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Wednesday, Jan. 30, 2008 05:48 pm
RobertJ writes...
Quote:
dundy writes...
Quote:
can any body tell me what to do when i wanna use 1 of these

textures from this site http://textures.forrest.cz/

so it will work in assetmanger and showup in game

ps anyway to use cod2 texture

thanks[thumbs_up]


Save images to your computer as .JPG then use a paint paint program (try paint .NET, it is a free program that is really good) to resize the image to a power of 2.

To get the texture working in your game and so others can see it you need to create a .iwd file. To do this just create a .zip file and create a folder in it named images. Now go to your call of duty folder and go to the folder raw->images then find your image in there (the image is an .iwi file and you must use the one in this folder) now drag your image into the folder images in your zip file. Now replace the .zip with .iwd. Now go into your call of duty folder again and open the folder zone->english then find the two .ff files that are assiciated with your map (one will be your maps name and the other will be your maps name with load after it). Now copy (DO NOT DRAG) and paste these to your desktop. Create a folder (a folder NOT a zip file) with the SAME NAME as your map. Drag the two .ff files in there from your desktop and the .iwd file in there we created. Now you can give these to your friends.

In order for your friends to use them they need to create a folder (if it does not already exist) in their call of duty folder named usermaps. Then just put the entire folder that contains mp_yourmapname.ff mp_yourmapname_load.ff and mp_yourmapname.iwd in there in the usermaps folder.

Please remember to name the folder the same as your map name. If my map name was mp_test then my folder would be named mp_test and my .iwd file would be mp_test.iwd. I hope this helps.

I hope this helps.


thanks m8te do i have to do this also if i wanna check/test after

compile still working on my map....
Jimmy
General Member
Since: Dec 2, 2007
Posts: 6
Last: Feb 19, 2008
[view latest posts]
Level 0
Category: CoD 4 Level Design
Posted: Wednesday, Jan. 30, 2008 06:35 pm
RobertJ writes...
Quote:
Ok, let me tell you what settings I use to get textures to work....


Yeah, u r the man[tongue] Thanks a lot, u allmost saved my Czech ass [moon][lol]

I finally managed to convert the texture, but I canīt find it in radiant... i set:

Material type: case
Surface type: brick (cause it is a texture of tiles ;) )

and other stuff left like u did... convert done successfully, but where am I gonna find it in radiant???
Thanks for your time [wave]
dundy
General Member
Since: Dec 14, 2004
Posts: 161
Last: Dec 31, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Wednesday, Jan. 30, 2008 06:36 pm
got it working



what,s the best size to save the jpg too i did 512x512

also know any good texture sites

THANKS RobertJ

RobertJ
General Member
Since: Jan 21, 2008
Posts: 5
Last: Jan 30, 2008
[view latest posts]
Level 0
Category: CoD 4 Level Design
Posted: Wednesday, Jan. 30, 2008 06:58 pm
dundy writes...
Quote:
got it working



what,s the best size to save the jpg too i did 512x512

also know any good texture sites

THANKS RobertJ



No problem man. I have been pulling my hair out over this stuff and spending 8+ hours a day working with radiant. I know how hard it can be. I am just glad I could help.

Basically you make the texture the size you want it in game. So if you are making a texture like a giant's door then you want to make a giant texture. If however the textures will be for like a wall where it will automatically repeat over and over again then the texture can be the size that you made it.

I have not looked for any good sites for free textures. Well, I hope this post helps a bunch of people. Like i said, I need to compile my findings into a tutorial (preferably into a video tutorial). I am still working on a lot of aspects, so once I get everything down like the pros I will probably make some videos. Maybe just a few more weeks of 8+ hours a day will do it lol lol lol.

PS. you can find the texture in radiant fast by clicking on the textures on the menu and then clicking on surface type and selecting brick (or whatever you set the surface type to in the asset manager. Just remember to change it back to "all" after you find it so you can see your other textures. (You can find it the same way by changing the Usage under the Textures Menu on the menu bar to whatever you set the usage to in the Asset Manger.


edited on Jan. 30, 2008 07:00 pm by RobertJ

edited on Jan. 30, 2008 07:02 pm by RobertJ
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