This tutorial will cover how to put your own texture into radiant and make it work in-game.
The first thing we want to do is find our texture we want to put into Radiant. An easy way to do this is by using Google (Or any other Search Engine). There are also specific sites focused on providing textures, one of these sites can be found here .
In this tutorial I will be using this texture:
Next, open Asset Manager through your Launcher. Make a new .gdt file and save it in your Root/source_data folder. Scroll down in the list of categories until you see "material".
Select it and click "new entry". Now you need to enter the name of your new material. This doesn't have to be the same as the filename of your texture! Once you entered your material name, click OK to finish the dialog.
After that, we have to set every option correctly. Copy over the next settings which are surrounded by a red box! The ones which are not surrounded by a box will be explained later.
The materialType option has to be set to match your texture. A few will be explained here:
materialType | Explaination |
---|---|
2d |
2d is used for flat imageswhich are commonly used as either HUD overlay, Menu Background, Mission Screen, ... |
model phong |
model phong is used for textures on models/guns. They can't be used in Radiant |
model unlit | model unlit is used for textures on models/guns. They can't be used in Radiant and will not respond to lighting, meaning that the textures are always bright. |
world phong |
world phong is used for textures used in Radiant and on Geometry. This kind of textures will respond to the lighting in your map. |
world unlit |
world unlit is used for textures used in Radiant and on Geometry. This kind of textures will not respond to lighting, meaning that the textures are always bright. |
These are the most common ones used. The other ones are barely needed, and won't be explained in this tutorial. In my case I will be using "world phong".
The surfaceType option allows you to choose the sort of impact FX played on bullet impact, and also determines the sound played when you walk on it. Select the one who comes closest to the material you want to create.
In my case I will be using the "brick" surfaceType.
The usage category tells radiant in what group of textures this one has to be placed in. This setting does not affect the texture itself, so it doesn't matter which usage you set here. Make sure to remember the usage you chose so you can use it in radiant!
Credits: UGX lukkie1998