Hello guyz... this is really simple question of mine. :D
can Anyone teach me how to change the color of common? for example?
I wanna change the common color. to Hide the sercets place on SKILLMAP? can Anyone give me some idea?:D
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Hello guyz... this is really simple question of mine. :D
can Anyone teach me how to change the color of common? for example?
I wanna change the common color. to Hide the sercets place on SKILLMAP? can Anyone give me some idea?:D
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1. Create new folder name "fakewall" inside Texutres Folder.
2. Copy and paste the picture you want to make it show in Map but someone can walkthrought.
3. Open common.shader in notepad, add new code section :
Sorry i'm bad English and maybe i know wrong you mean, so i right about you purpose ?.Code:// fake material textures/common/fakewall //( fakewall is the name of the folder ) { surfaceparm nonsolid qer_editorimage "textures/common/Hereisthenameofyoupictures" }
If i wrong, let tell me
~ wow bro.. thanks for the big IDEA you gave.. really!
~ dont worry for your english I can understand LOUD AND CLEAR :D
Actualy, to preserve filesize you should just make a shader (like mentioned abouve) but point it to your original texture anyways.
So you dont have 2 of the same images later on in your mrs making the file some bigger.
The shader would look like this:
Though you could also just edit the material entry in the map xml later anyways.Code:// material name rename to your liking textures/common/grass-wep // texture path for radiant and later gunz compile. { surfaceparm nonsolid qer_editorimage "textures/common/clip.tga" // defining texture for RADIANT ONLY, NOT ingame. qer_trans 0.50 // defining image visability ONLY FOR RADIANT, NOT ingame. }
And may i suggest that you link your materials that use gunz textures, to gunz maps?
This saves another junk of size.
To do this change the diffuse map to "../<mapname>/<texturename>"
Example: "../station/gzd_map_Sta_floor001.bmp"
Gunz will then go "one folder up" (../ equals like cd.. from dos) then go into the station.mrs and load the texture gzd_map_Sta_floor001.bmp(.dds).
wow.. thats really cool bro.. thanks for that.. but I have one question about " Example: "../station/gzd_map_Sta_floor001.bmp "
~ How should I get that? for example I open the TOWN.mrs decompile it.. I saw some many files of it like you said.. and I wondering And questioning my self how they do it?
I feel confuse. >.<
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// fake material
textures/common/fakewall //( fakewall is the name of the folder )
{
surfaceparm nonsolid
qer_editorimage "textures/common/Hereisthenameofyoupictures"
}
---------------------------------
Its not working properly.. it will be solid and player cant go through of it..
Because you have to add new folders do your shaderlist aswell.
Just use my shader, to change materials and other things of a map,
simply decompile it and open the <mapname>.xml with editor,notepad etc.
You should be able to figure the rest from there.
Follow Hell tutorial, i'm beginer in map and with my way, it't not profession.
The way by Hell make it easy and light the map.