How to add Textures to The Dark Mod
Create your texture
This is mostly artwork. Be sure to start off with useful raw material with a reasonably high resolution. A basic guide can be found here: Texture Creation - Basic Tutorial.
A few things to remember: Make sure your texture dimensions are a power of 2 (eg, 128, 256, 512, 1024, etc). Other common mistakes can be found here: Common Texture Mistakes
Save your Texture in the correct Format
Save the diffusemap, the normalmap and an optional specularmap to a TGA file. The Texture Guidelines will help you choosing the correct resolution. The TGA files are supposed to be uploaded to our hi-res repository for future reference.
Once your TGA file is saved, you will have to create DDS files as well. These are smaller in size and can be loaded faster by the engine. Follow the DDS creation guide to learn how to create the DDS files in the correct formats.
When you upload textures, be sure to upload both the .dds AND the .tga file. The .tga is needed in case we ever want to make modifications to the texture or new textures basec on the old. Opening and resaving .dds files results in loss of detail, so all new versions of textures should be made from the .tga files.
Name your Texture
You should give your texture a descriptive name, usually three words, like "rough_dark_flagstones01.tga". Try to think about what mappers might want to know when looking for your texture. If the name is really distinctive, then a number is probably not necessary, but for other names a number might be appropriate.
If your texture tiles only in one direction, include the phrase "tiling_1d" at the end of the name. If your texture does not tile (repeat) at all, add the phrase "nontiling".
Diffusemaps should have no extension to their name. Normalmaps should have a "_local" extension at the end of their name. Specular maps should have a "_s" extension.
Move the Texture to the right Location
The Texture Folder Structure can help you finding the right folder for your texture.