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465a58e
added and finshed MRVN Radient texture section
Berdox c69281c
fixed spelling error
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Changes stuff about rpak and starpak so it is more clear
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Added info the textures section and added a shaders section
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| Original file line number | Diff line number | Diff line change |
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| # Textures | ||
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| MRVN Radiant is a brush-based level editor used for creating custom maps for Titanfall 2. In MRVN, most surfaces such as floors, | ||
| walls, and ceilings are made up of brushes. These brushes are textured using image files mapped onto their surfaces. | ||
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| --- | ||
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| ## Setting Up Texture Paths | ||
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| Proper texture paths are important because both MRVN and Titanfall 2 rely on these paths to locate texture files. | ||
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| 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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| --- | ||
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| ### Step 1: Folder Structure | ||
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| First, create a folder for your custom assets. The simplest structure looks like this: | ||
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| ``` | ||
| <your_custom_folder>/ | ||
| └── textures/ | ||
| ``` | ||
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| MRVN looks for textures inside the `textures/` folder, so this folder is required. | ||
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| A more complete structure may look like: | ||
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| ``` | ||
| <your_custom_folder>/ | ||
| ├── textures/ | ||
| │ ├── world/ # Textures for brush geometry | ||
| │ │ ├── dev/ # Developer grid and debug textures | ||
| │ │ ├── walls/ # Wall textures | ||
| │ │ └── floor/ # Floor textures | ||
| │ ├── model/ # Model-specific textures (not commonly used) | ||
| │ └── skybox/ # Skybox textures (currently not implemented in MRVN) | ||
| └── model/ # 3D models (OBJ or mdl format) used in MRVN | ||
| ``` | ||
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| It is strongly recommend downloading the [MRVN Resource Pack](https://github.com/MRVN-Radiant/MRVN-Resource-Pack). | ||
| The pack includes helpful assets such as spawnpoint models, other entity models, and utility textures commonly used in Source Engine and Titanfall development. | ||
| It also provides a reference for proper folder structure. | ||
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| --- | ||
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| ### Step 2: Add Resource Path in MRVN | ||
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| 1. Launch MRVN Radiant. | ||
| 2. Press `P` to open **Preferences**. | ||
| 3. Navigate to the **Games/Paths** section. | ||
|  | ||
| 4. Click the folder icon next to "Extra Resource Path". | ||
| 5. Select the folder you created in Step 1. | ||
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| **Important:** Add the **parent folder** (the one that contains the `textures/` folder), not the `textures/` folder itself. | ||
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|  | ||
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| --- | ||
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| After adding your custom folder and the MRVN Resource Pack, your list of resource paths should resemble this: | ||
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|  | ||
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| --- | ||
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| There only textures you have right now is the ones added in the MRVN Resource pack and you mrvn radiant should look like this. | ||
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|  | ||
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| --- | ||
| ### Step 3: Add Textures to the `textures/` Folder | ||
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| MRVN supports multiple image formats such as `.png`, `.dds`, and other image formats. These image files are used to apply textures to geometry within the editor. | ||
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| 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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| #### Example Full File Path: | ||
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| ``` | ||
| G:\MRVN textures\textures\world\dev | ||
| ``` | ||
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| Only this portion is relevant to MRVN and Titanfall 2: | ||
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| ``` | ||
| world\dev | ||
| ``` | ||
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| If your paths do not match, Titanfall 2 will not be able to locate and apply the correct texture during runtime. | ||
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| #### Example Usage | ||
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| Used in MRVN: | ||
| ``` | ||
| world/dev/generic_grey.png | ||
| ``` | ||
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| Used in Titanfall 2 (VMT method): | ||
| ``` | ||
| world/dev/generic_grey.vmt | ||
| ``` | ||
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| Ensure the filename (excluding extension) and folder structure are **exactly the same** for both the texture file and the material file. | ||
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| --- | ||
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| #### Example Folder and MRVN Preview | ||
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| Here is an example of a correctly structured texture folder and how it appears inside MRVN: | ||
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|  | ||
|  | ||
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| --- | ||
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| ### Step 4: Loading Textures in Game | ||
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| There are two main methods for loading textures into the game for use in your custom map: the **VMT method** and the **RPAK method**. | ||
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| 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. | ||
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| The **RPAK method** requires more setup, as it involves using [RePak](../../repak/map.md) and creating a JSON file to compile | ||
| your textures into an `.rpak` file. While this method is more complex, it provides greater control over texture behavior and appearance. | ||
| Additionally, combining it with a `.starpak` allows for better pefromance because it will stream textures from the `.starpak` if you | ||
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| have a mips maps setup on your `.dds` files. | ||
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| --- | ||
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| #### VMT Method | ||
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| The VMT method uses `.vmt` (Valve Material Type) and `.vtf` (Valve Texture Format) files to define and load materials. You will need to convert your `.dds` or | ||
| other image texture file into a `.vtf` using [VTFEdit Reloaded](https://github.com/Sky-rym/VTFEdit-Reloaded/releases) or other tools. There are two main ways to use this method: | ||
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| 1. **Using a `materials/` folder in your mod (recommended)** | ||
| The simplest approach is to create a `materials/` folder inside your mod folder. | ||
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| ``` | ||
| ExampleMod/mod/materials | ||
| ``` | ||
| Place your `.vmt` and `.vtf` files there, following the correct folder structure that matches the paths used in MRVN. | ||
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| Example folder structure: | ||
|  | ||
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| 2. **Using a VPK file** | ||
| Alternatively, you can package your `.vmt` and `.vtf` files into a `.vpk` (Valve Pak) file and have your mod load it at runtime. | ||
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| Example VPK setup: | ||
|  | ||
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| --- | ||
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| Here is an example of a simple `.vmt` file: | ||
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| ```vmt | ||
| LightmappedGeneric | ||
| { | ||
| $basetexture "world/dev/generic_gray" | ||
| $surfaceprop "concrete" | ||
| } | ||
| ``` | ||
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| The `$basetexture` line defines the path to your `.vtf` texture file, relative to the `materials/` folder if you use method 1. In this example, it refers to `materials/world/dev/generic_gray.vtf`. | ||
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| --- | ||
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| #### RPAK Method | ||
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| The RPAK method involves using [RePak](../../repak/map.md) to compile your `.dds` texture files into material entries into a `.rpak` based on a JSON configuration. | ||
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| After generating the `.rpak` file (and optionally a `.starpak` if texture streaming is enabled), place the file(s) into the `pak/` folder within your mod directory. The game will automatically load them from there. | ||
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| Example folder layout: | ||
|  | ||
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| --- | ||
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| You can include an `rpak.json` file in your `pak/` folder to define how your RPAK files are loaded by the game. | ||
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| This allows you to specify preload and postload behavior, or set up aliases for existing RPAK files. | ||
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| You can read about it [here](../../guides/tools/rpakmodding.md) | ||
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| ## Common Problems | ||
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| - Applying a texture in MRVN using one path, but placing the material in a different one for titanfall 2. | ||
| - Forgetting to include a `.vmt` or material definition for the texture when packaging the map. | ||
| - Using spaces or capital letters inconsistently between image and material paths. | ||
| - Not including the correct `pak/`, `materials/`, or `textures/` folders in your mod structure. | ||
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