Author |
Message |
rasengan
Gradual Miracle
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Monday, February 15, 2010
How textured with gradient? please ?
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TRL
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Tuesday, February 16, 2010
Don't texture with gradients. That gives poor results. Just pick all the colors manually.
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rasengan
Gradual Miracle
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Tuesday, February 16, 2010
I want to create a map but I know not textured with gradient, can we do with other software? please trl
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TRL
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Tuesday, February 16, 2010
I don't use radiant. There are other ways of making maps though. You can make everything in a modeling program and then import to radiant.
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rasengan
Gradual Miracle
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Tuesday, February 16, 2010
yeah cool ,Can you explain please ?
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Nemix
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Tuesday, February 16, 2010
Rasengan... Make your map and when you're done with it you'll add the texture...
Suggestion:
1 Color texture... and apply shaders... for gradient and for shadows ;
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Alex
Al Knows
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Tuesday, February 16, 2010
I think there's some misunderstanding of the question here. I think he's asking how to texture maps in *Radiant and not how to make Gradiants for textures.
There are two methods of making levels, one is using models created in a 3D program like 3D Studio Max; and the other using "brushes" in *Radiant.
You texture maps made in 3DSMax exactly the same way you texture normal game models you make in 3DSMax. There's no difference between a model for a map and a model for a character or attack. They're all models and are textured exactly the same.
If you're making the map's geometry in *Radiant, though, you apply textures by selecting the brush you want to apply the texture to (shift+click), opening the texture browser and clicking the texture you want. That applies the texture to the whole brush. You can also apply textures to individual faces of the brush by selecting the face you want the texture on and clicking on the texture in the texture browser.
Further you can bring up a surface properties window which will allow you to scale, rotate and manipulate the texture on the surface. These are very basic operations in *Radiant which you will use all the time, even if most of your geometry is made in 3DSMax.
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rasengan
Gradual Miracle
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Tuesday, February 16, 2010
What it's the shaders?
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Alex
Al Knows
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Tuesday, February 16, 2010
Could you elaborate on your question? "What it's the shaders" doesn't really have enough meaning in the sentance to gather what exactly you're asking.
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rasengan
Gradual Miracle
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Tuesday, February 16, 2010
I want Modeled and textured with my software and all import in radiant and compile
it's possible or not ?
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Alex
Al Knows
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Tuesday, February 16, 2010
Yes, I explained earlier that you can model and texture a map in whatever software you like, follow MDave's tutorial on how to get it into Radiant and how to compile it.
What were you asking about regarding shaders?
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rasengan
Gradual Miracle
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Tuesday, February 16, 2010
okay I'll follow the tuto thank you alex,how to import the shader?
I have this message in radiant red: Unable to find default tag file C: / Documents and Settings/Administrateur/Bureau/NetRadiant/zeq2lite.game/shadertags.xml. No tag support.
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rasengan
Gradual Miracle
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Tuesday, February 16, 2010
too cool the tutorial thank you
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rasengan
Gradual Miracle
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Tuesday, February 16, 2010
it not work, I have this message :
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 6150 LE/PCI/SSE2/3DNOW!
GL_VERSION: 2.1.2
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Anisotropic filtering possible (max 16x)
Loaded Texture: "C:/Documents and Settings/Administrateur/Bureau/NetRadiant/bitmaps/notex.bmp"
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = 32bpp
Unable to find default tag file C:/Documents and Settings/Administrateur/Bureau/NetRadiant/zeq2lite.game/shadertags.xml. No tag support.
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
WARNING: could not extract the relative path, using full path instead
Model load failed: "C:/Documents and Settings/Administrateur/Bureau/Sky.ase"
entityCreate -class misc_model
Autosaving...
Open file C:/Documents and Settings/Administrateur/Bureau/ZEQ2 g/ZEQ2Contents/maps/autosave.map for write...success
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MDave
ZEQ2-lite Ninja
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Tuesday, February 16, 2010
You're not following what the tutorial told you carefully.
Model load failed: "C:/Documents and Settings/Administrateur/Bureau/Sky.ase"
Hmm ... I wonder what the tutorial talks about in chapter 1 ...
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rasengan
Gradual Miracle
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Friday, February 19, 2010
it still does not work
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rasengan
Gradual Miracle
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Friday, February 19, 2010
I solved my problem it's good ,super !!!
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