Hey guys,
Im currently making a quake 3 arena map with Q3radiant_202 version. How do you make a custom designed banner using q3radiant like making a different pic show up instead of the flashing banner "Quake III" found on q3dm17?
What ive done was take that banner off the q3dm17sample map and i put a pic on that banner but when i loaded up the map it wouldnt flash like the one on dm17 does.. lol like like a tv pic.
peace
Quake III Banner like on q3dm17
This isn't the reason why, but is there a reason why you are using that version of Radiant?
GtkRadiant 1.4.0 is what the majority of the mappers out there use. You can grab it here. Click on files and click over to the 1.4.0 version.
Now, for your questions
The texture you are asking about I believe is in the SFX directory. So just click on "textures", and scroll down to SFX. Once inside there you should see the banner you are speaking of...unless I'm pointing you in the wrong direction that is.
From there, just make your brush and slap the texture on...and that should get you going.
Welcome to Q3W btw.
GtkRadiant 1.4.0 is what the majority of the mappers out there use. You can grab it here. Click on files and click over to the 1.4.0 version.
Now, for your questions

From there, just make your brush and slap the texture on...and that should get you going.
Welcome to Q3W btw.
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- Posts: 248
- Joined: Tue Jun 08, 2004 7:00 am
hm, I think you mean adding the flicking tv screen? You'll need to do this outside of radiant, look in the .shader files under the script directory, and then find the banner. I am not sure how to do this, but look at the shaders and maybe you could copy the old one? Bleh, can't be arsed to help you, I probably couldn't either. Maybe someone else here can help you out more.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
Hi Lex,
first of all, welcome
I think you are not very familiar with shaders?!
So this above is a shader file, which controls the changes/effects on textures.
- main_q3abanner.tga = the Q3Arena text
- comp3text.tga = the red line of the banner that moves
- comp3textb.tga = the noisy texture for tvscreen fx
EDIT: I'm not going to explain each line of a shader, you also have to do something , go and read the shadermanual for further explanations.
Now you simply have to copy the following shadertext in a editor/text-program and rename the file from *.txt to *.shader
Replace the paths and texturenames to fit yours.
Also name the shaderfile something that fits your map ie. yourmap.shader.
Then you have to add the name of your shader to the shaderlist in the scripts subfolder, where you also have to move your shaderfile.
The pic you want to have in your banner should be the same size as the q3abanner (256x64 px).
Finally your shader should look like this (of course with replaced names):
To understand shaders better you should read the shadermanual here.
Have fun
sumatra
first of all, welcome

Code: Select all
textures/base_wall/main_q3abanner
{
q3map_lightimage textures/base_wall/main_q3abanner.tga
q3map_surfacelight 100
{
map textures/base_wall/main_q3abanner.tga
rgbGen wave square 0 1 0 .5
}
{
map textures/base_wall/comp3text.tga
blendfunc add
rgbGen identity
tcmod scroll 3 3
}
{
map textures/base_wall/comp3textb.tga
blendfunc add
rgbGen identity
tcmod scroll 3 3
}
{
map $lightmap
rgbGen identity
blendfunc gl_dst_color gl_zero
}
{
map $lightmap
tcgen environment
tcmod scale .5 .5
rgbGen wave sin .25 0 0 0
blendfunc add
}
}
So this above is a shader file, which controls the changes/effects on textures.
- main_q3abanner.tga = the Q3Arena text
- comp3text.tga = the red line of the banner that moves
- comp3textb.tga = the noisy texture for tvscreen fx
EDIT: I'm not going to explain each line of a shader, you also have to do something , go and read the shadermanual for further explanations.
Now you simply have to copy the following shadertext in a editor/text-program and rename the file from *.txt to *.shader
Replace the paths and texturenames to fit yours.
Also name the shaderfile something that fits your map ie. yourmap.shader.
Then you have to add the name of your shader to the shaderlist in the scripts subfolder, where you also have to move your shaderfile.
The pic you want to have in your banner should be the same size as the q3abanner (256x64 px).
Finally your shader should look like this (of course with replaced names):
Code: Select all
textures/yourmap/yourbanner
{
q3map_lightimage textures/yourmap/yourbanner.tga
q3map_surfacelight 100
{
map textures/yourmap/yourbanner.tga
rgbGen wave square 0 1 0 .5
}
{
map textures/base_wall/comp3text.tga
blendfunc add
rgbGen identity
tcmod scroll 3 3
}
{
map textures/base_wall/comp3textb.tga
blendfunc add
rgbGen identity
tcmod scroll 3 3
}
{
map $lightmap
rgbGen identity
blendfunc gl_dst_color gl_zero
}
{
map $lightmap
tcgen environment
tcmod scale .5 .5
rgbGen wave sin .25 0 0 0
blendfunc add
}
}
Have fun
sumatra
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