Textures: Importing Custom
How to import custom textures into CoD Radiant
Importing Custom Textures
Thanks to Sqt. Bastard who originally posted it.
- Choose a texture. Save it as a Jpeg in a format that contains a power of 2.(1024x512, 128x128, 256x64...)
- Open it in Photoshop, Paint.NET or any other program that has a DDS-Plugin(the texture format that CoD uses).
- Save it as DDS. A dialog will open where you can set many different things. Don’t wory about it. only make sure, that “Generate Mip-Maps” is activated and you’re using either DXT 1 (RGB No-Alpha) or DXT1 (ARGB 1-bit Alpha)
ARGB is only used for see-through textures. For havin those, you’ll need a fourth channel called Alpha. Paint the visible parts of your texture white and the see-through parts black. Then save.
- To get the textures into Radiant, make a textures subfolder in your main folder of CoD, and in that one another subfolder. I always call this one the name of the map I use the texture in, saves me from trouble.
- Now you can either write a
texturename.shader
file for the texture and place it in in the folder main/scripts or rename the texture to surface@texturename.dds
. The surfaces you can use are in the shadertypes/world subfolder of the pak4.pk3 zip file. They have the extension .stype
. You can see textures using these in the pak0.pk3 and pak1.pk3. For example i made a lid for my sewer entrance which i gave the name metal@sewerlid.dds
. It made the texture behave like metal when you shoot it or walk over it.
If you use a texture with alpha channel, there are some special shadertypes you can use, which usually contain "_masked". I did a cablewire texture which i called metal_masked@wireframe.dds
. Works great for me.
Now happy texturing.