Custom Textures In this tutorial you'll learn how to use custom textures in your maps. You'll need a graphics editor for this tutorial. If you don't allready have one you can download a thirty day evaluation of Paint Shop Pro here. If you have a scanner your options are even greater. Below you can see a marble texture I snagged from 3DCafe and used the fill tool with red on high opacity. The next image is a graphic that I scanned from a college text. The final image is a colorized version of the second graphic with a pattern fill surounding it with the first graphic. The floor of the room uses the red marble texture and the objective is to insert the new graphic seamlessly into the floor. Here is a shot of where the graphic will go. Quake 3 uses two graphic formats. The first is the .jpeg format which is a compressed image that captures decent visual quality. The second is the .tga format that has fantastic visual quality at 32 bit color depth but can really bloat the size of your map and reduce frames. Now go into your baseq3 directory of your Quake 3 folder and create a 'textures' folder. Now within this new folder make another called 'test'. It will be in this folder that you'll save all of your new textures. If your textures really start to dominate your map then simply create more folders to accomodate the images. When you launch Radiant and go to the textures option on the toolbar you should see the 'test' folder appear in the list. Now back in the map create a basic brush that will act as the canvas that will display your new image. Make sure that your new image is in the 'test' folder so it can be selected from the texture window on Radiant.