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Added a MRVN Radiant Texture Section - #158

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Added a MRVN Radiant Texture Section#158
Berdox wants to merge 27 commits into
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@Berdox

@Berdox Berdox commented Jul 28, 2025

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I made a MRVN Radiant texture section covering how to setup textures in MRVN and also how to get them to load in game

Comment thread docs/Modding/mapping/MRVN-Radiant/textures.md Outdated
Comment thread docs/Modding/mapping/MRVN-Radiant/textures.md Outdated
Comment thread docs/Modding/mapping/MRVN-Radiant/textures.md Outdated
@Berdox

Berdox commented Jul 29, 2025

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  1. Ok, I will remove that part. I thought .starpak worked the same for maps as it does for models.

  2. I'm including this to cover all possible methods for loading textures. I prefer to provide more information rather than less, so people have more information, so they know what questions to ask. I don’t go into much detail about .rpak map files here, since that information should have a .rpak map section of the documentation, not in this texture section.

  3. I'm aware that you don’t need a JSON file to load an .rpak map file. That’s why I phrased it as “you can” use one. I put it there just in case someone has a special use case where they need it.

Comment thread docs/Modding/mapping/MRVN-Radiant/textures.md Outdated

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Looks good to me 👍 . All the images load correctly, and the instructions are pretty easy to follow. I just have one issue

Comment thread docs/Modding/mapping/MRVN-Radiant/textures.md Outdated
@uniboi
uniboi requested a review from EM4Volts August 16, 2025 17:59

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Overall looks good to me.
personally do not like the inclusion of mentioning rpaks everywhere as making them work properly for maps needs alot more work then just packing the materials into the rpak, and not explaining that instead just saying "it exists" feels wrong.

Comment thread docs/Modding/mapping/MRVN-Radiant/textures.md Outdated
Comment thread docs/Modding/mapping/MRVN-Radiant/textures.md Outdated
Comment thread docs/_static/images/mrvn/textures/rpak_example_folder.jpg Outdated
@Alystrasz

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@Berdox could you address comments?

@EM4Volts

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If possible I'd suggest to remove the mentions of rpak for now. I'll make proper instructions for Rpaks and map making soonTM

@Berdox

Berdox commented Feb 25, 2026

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I added some changes

@Berdox
Berdox requested a review from EM4Volts June 15, 2026 04:55
@Alystrasz

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@EM4Volts could you review this please?

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my couple issues with the stuff rn

# Shaders

## Introduction
A shader is a script that defines the visual properties of a surface. It is used in MRVN to define the properties of the texture to be compiled into the map and rendered by the engine. An example of a shader property is `$compileflag nodraw` to make the texture not be drawn. A shader definition needs to be present, for a texture, to be able to use a material from a `.rpak`. VMT and VTF don't need a shader definition, but it is good practice to have a shader definition. You can find examples of shader files in [MRVN Resource Pack](https://github.com/MRVN-Radiant/MRVN-Resource-Pack).

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a shader definition is needed for both vmt and rpak. not just for rpak, if a vmt works an rpak material will too.

Proper texture paths are important because both MRVN and Titanfall 2 rely on these paths to locate texture files.

In MRVN, textures are referenced relative to the `textures/` directory. When you apply a texture to a brush, MRVN looks inside this folder to match the path.
Titanfall 2 expects those same textures to be defined either by `.vmt/.vtf` materials (VMT method) or embedded in `.rpak` files (RPAK method) using the exact same relative path.

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not the same path, depending on wether its prop or word geo there needs to be an appended _skn / _fix / _wld in the materials name in the rpak (not appended on the map, just in the rpak)

The **VMT method** is quicker and easier to set up, making it ideal for testing or simple projects. However, it offers limited
control over how textures appear in-game, and the visual quality may be lower.

The **RPAK method** requires more setup, as it involves using [RePak](../../repak/index.md) and creating a JSON map file to compile your textures into an `.rpak` file. While this method is more complex, it provides greater control over texture behavior and appearance. [Here](../../repak/assets/index.md) to learn more about `.rpak` and Repak. To use textures and materials with `.rpak` you need to have a [shader definition](./shaders.md) for each texture used in the map. MRVN will compile the texture info using the shader definition into the map, making the engine be able to find the materials in `.rpak`.

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im not a fan of this entire rpak block.
its a bit more convoluted to make rpak map materials properly work, its not 100% as simple as just back them,
imo this should either be fully rewriten, with a proper guide of map material rpaks in the rpak section of the docs, or be removed, it contributes nothing

geometry within the editor.

However, **Titanfall 2 requires that the in-game material file (either a `.vmt` or a compiled `.rpak` material) matches the texture path
exactly as used in MRVN.** This path must reflect everything after the `textures/` folder.

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once again, in an rpak its not exactly as that, keep in mind the name in rpaks (the one u see via rsx) is not used to lookup the material. the game hashes the material path to get a guid which is looks up with.

the rpak json (main map, and the filename ofthe material submap) has to end with the sufix of the materialtype for guids to properly match its material type (and also adds .rpak for some reason)

in marvin

material/MODELS/ANGEL_CITY/GLASS_WINDOW_TALL

would become

material/MODELS/ANGEL_CITY/GLASS_WINDOW_TALL_skn.rpak

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