Announcement

Collapse
No announcement yet.

q1@darkplaces mapping with radiant - shaders or wad

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • q1@darkplaces mapping with radiant - shaders or wad

    Hello,

    I'm trying to configure radiant for darkplaces and i've got issues loading textures. I've searched the forums but everything is out of date.

    game configuration : darkplaces.game loads only shaders (q3)
    game configuration : q1.game loads only wad files
    tweaking darkplaces.game to load shaders + wad files is not working but i get the right build menu.
    using q1.game, no shaders and cannot build maps (.map not found)

    Is it possible to use quake 1 wad files with netradiant+darkplaces configuration to make quake 1 maps?

    loading quake 3 textures is working but mmmh.... i'm probably missing something

    Thanks!
    Last edited by ayyynn; 09-26-2016, 11:01 AM.

  • #2
    do you will use quake wads (limited by a 256 colors pallete, and using an ugly format to work)

    do you will use not compiled jpg, tga, or dds textures??
    the invasion has begun! hide your children, grab the guns, and pack sandwiches.

    syluxman2803

    Comment


    • #3
      there's nothing special about darkplaces - the 'darkplaces' config really just targets q3bsp with q1 entities.
      if you want to compile q1 bsps with q1 entities then just target q1 and be done with it.

      q1's qbsp does not support shaders. any attempt to use them without a wad is futile, and would only cause you other issues. if you want to use shaders then that's an engine override thing, and imho has almost absolutely nothing to do with the editor.
      Some Game Thing

      Comment


      • #4
        Originally posted by Spike View Post
        there's nothing special about darkplaces - the 'darkplaces' config really just targets q3bsp with q1 entities.
        if you want to compile q1 bsps with q1 entities then just target q1 and be done with it.

        q1's qbsp does not support shaders. any attempt to use them without a wad is futile, and would only cause you other issues. if you want to use shaders then that's an engine override thing, and imho has almost absolutely nothing to do with the editor.
        i'm glad spike wrote that. I was about to say a similar thing, but I wasn't entirely sure it was correct so I let someone more knowledgeable say it. I did a lot of this research a couple years back, I've forgotten some of it.
        'Replacement Player Models' Project

        Comment


        • #5
          Ok thank you, i was a little bit confused of the logic behind all of this! I'm going to use shaders so i'll be using textures this way and remove thoses wads!

          Comment


          • #6
            I know everything about the radiant .game, .pref, etc.. files. If you want to use wad do it like below. If you want radiant to overwrite wad textures in the radiant view, create a folder named "textures/" and drop all your identically named textures in that folder. You can also use shaders but, keep in mind that darkplaces does not FULLY support shaders... I forget what the problem was but, I have seen more than one person here complain about DP shaders. So you may get varying results between DP and what you expect.


            re: archive types / brush type / show wads / no patch / map types


            If you are using radiant for q3, completely disregard this. You can't have everything all at once. q3 shaders or q1 wads are your options. Also, for q1 MAKE SURE you put the path to your wad in worldspawn/wad: depending on your compiler this can range from just a filename to an absolute path to a relative one. Many compilers also allow you to include more than one wad. If you tell me which compiler you are using I can tell you how you need to do it.
            Last edited by MadGypsy; 09-27-2016, 02:28 PM.
            http://www.nextgenquake.com

            Comment


            • #7
              Also, if you are using the latest tyrutils you can do the below (lines 22 and 36) - which allows you to define a wad directory in your build commands - further allowing you to simply use filenames in worldspawn/wad: field. Use a semicolon to separate multiple wad filenames (ex: wad: myWad.wad; myOtherWad.wad)



              Or you can simply use my virtuoso radiant pack and everything is already set-up and ready to go for you (99%)
              https://drive.google.com/open?id=0B_...3pzYnlxSnJTSVU

              read the readme. It will take you 30 seconds to finish up the part of the setup that I can't guess for you.
              http://www.nextgenquake.com

              Comment

              Working...
              X