did you make your file into .dds format with all the right settings, did you implement it into the editor properly using the folder, is the image's dimensions to the power of 2? If you dont know what im asking by all this, then ur making them completely wrong
heres a quick tut:
Thanks to Sqt. Bastard who originally posted it
here.
1. Choose a texture. Save it as a Jpeg in a format that contains a power of 2.(1024x512, 128x128, 256x64...)
2. Open it in Photoshop or any other program that has a DDS-Plugin(the texture format that CoD uses). You can find the plugin for Photoshop in our downloads section here and here.
3. Save it as DDS. A dialog will open where you can set many different things. Don’t wory about it. oÂnly make sure, that “Generate Mip-Maps†is activated and you’re using either DXT 1 (RGB No-Alpha) or DXT1 (ARGB 1-bit Alpha)
ARGB is oÂnly used for see-through textures. For havin those, you’ll need a fourth channel called Alpha. Paint the visible parts of your texture white and the see-through parts black. Then save.
4. To get the textures into Radiant, make a textures subfolder in your main folder of CoD, and in that oÂne another subfolder. I always call this oÂne the name of the map I use the texture in, saves me from trouble.
5. Now you can either write a texturename.shader file for the texture and place it in in the folder main/scripts or rename the texture to
surface@texturename.dds. The surfaces you can use are in the shadertypes/world subfolder of the pak4.pk3 zip file. They have the extension .stype. You can see textures using these in the pak0.pk3 and pak1.pk3. For example i made a lid for my sewer entrance which i gave the name
metal@sewerlid.dds. It made the texture behave like metal when you shoot it or walk over it.
If you use a texture with alpha channel, there are some special shadertypes you can use, which usually contain "_masked". I did a cablewire texture which i called
metal_masked@wireframe.dds. Works great for me.
Now happy texturing.