|
6 registered members (vince, VHX, Grant, Geir, juergenwue, 1 invisible),
3,464
guests, and 32
spiders. |
|
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: texture problem
[Re: Xtreme_Dry]
#89660
09/13/06 05:46
09/13/06 05:46
|
Joined: Sep 2006
Posts: 94 Sunbury Victoria, AU
Shaque
Junior Member
|
Junior Member
Joined: Sep 2006
Posts: 94
Sunbury Victoria, AU
|
Maybe it's the filetype you did not specify in the main script. I'm not an expert, but it's just a thought. I did the same thing with different skymaps without remembering one was a bitmap, the other a PCX. Not sure if this is the problem you're having, but I just thought I would mention it.
Knowledge is a right, wisdom is a choice.
|
|
|
Re: texture problem
[Re: Xtreme_Dry]
#89665
09/13/06 11:28
09/13/06 11:28
|
Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
|
Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
|
that's really odd! maybe the textures are different image types?
hope this helps
julz
Formerly known as JulzMighty. I made KarBOOM!
|
|
|
Re: texture problem
[Re: JibbSmart]
#89666
09/13/06 11:36
09/13/06 11:36
|
Joined: Sep 2006
Posts: 94 Sunbury Victoria, AU
Shaque
Junior Member
|
Junior Member
Joined: Sep 2006
Posts: 94
Sunbury Victoria, AU
|
May I ask as to where you place these textures? If there is no script for it, it may be that it comes from a WAD. Every image has a mention in a script. What is it that you applied the texture to? A model outside of WED? A height map? Any other entity? What size is the Image? Does it fall into the multiples of 2, 4, 8, 16, etc. rule? Is it a supported texture by your engine? Answers to these might help us to help you. I'm not trying to be snippy, I really would like to help you...
Knowledge is a right, wisdom is a choice.
|
|
|
Re: texture problem
[Re: Xtreme_Dry]
#89668
09/14/06 10:44
09/14/06 10:44
|
Joined: Nov 2003
Posts: 523 Whitehorse, Yukon, Canada
Paul_L_Ming
User
|
User
Joined: Nov 2003
Posts: 523
Whitehorse, Yukon, Canada
|
Hiya. First, your textures have to be the right type. That basically means .bmp, .pcx, .tga, or .dds. They have to be the right "kind" of those files too (generally, 24-bit or 32-bit works best; but there was a problem with .tga's that had alpha channels). The textures have to be in 'powers of 2'; safest bets: 32x32, 64x64, 128x128, 256x256, 512x512, and 1024x1024. You can't "mix and match" (so no 64x256, or 128x1024, etc.) to my knowledge. Second, simply placing your textures in a folder isn't gonna cut it. You have to open/make your level, then open the Texture Manager. From there, either open or create a new wad. Name it. Expand it now that it is in the 'textures' view on the left hand side of the editor. Right click in the black space of that wad and choose "Add Texture". Pick the texture(s) you want. Don't forget to answere Yes when it asks you if you want to save the textures to the .wad. Save level, build level, run level. 
^_^
"We've got a blind date with destiny...and it looks like she's ordered the lobster."
-- The Shoveler
A7 Commercial (on Windows 7, 64-bit)
|
|
|
|