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Setting up and using Radiant

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  • golden_boy
    replied
    I think he uses quake 3 format? In that case, the textures do NOT get packed into the bsp, and no wads are used at all. Textures are then indeed loaded by the engine from the textures/ folder.

    This is perfectly OK with darkplaces, as long as Radiant is in Q3 / Darkplaces mode and the map is compiled with q3map2 (Darkplaces gamepack / build menu).

    I think Radiant can also use jpg textures, depends on the configuration of the gamepack. If they show for him, they should show for everybody I guess.

    I REALLY need to write that tutorial.

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  • MadGypsy
    replied
    1) textures get packed into a map from a wad. If you successfully made a wad, it doesn't matter what format the images were. Especially if the wad images are even showing up in the editor.

    2) once the textures are in the map DP will easily overwrite them by simply having identically named textures in the texture folder. I never tried to use jpeg as an overwrite texture because it is a lossy format. But if DP can read jpegs (maybe it cant) then converting to tga will do nothing different.

    One thing I am absolutely positive of though is the bsp you uploaded (autosave.bsp) does not have any map textures in it.
    Last edited by MadGypsy; 09-14-2012, 01:57 AM.

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  • bluntz
    replied
    Well it sure is weird that they show on my rig from the textures folder.
    I must be doing something wrong if the textures are not getting packed into the map.Maybe that was what GB meant by using tga's as these are jpg's.
    I will convert them and try again.
    Nope changing to tga made no difference.the textures are not getting packed into the bsp
    Last edited by bluntz; 09-14-2012, 01:51 AM.

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  • MadGypsy
    replied
    When you compile a bsp all the textures that were used become a part of the file. Whereas I do have the textures you posted, I should not need any textures to see something in the map. Regardless, even with the textures I see nothing but a checkerboard in the map. This means that first and foremost your map has no textures. Maybe you have glitched some wacky voodoo that allows you to see textures due to some specific path that does not exist on my system, but that is not how you texture a map.

    If you want to retexture a map, you should use simple textures in wad format in your actual map and then use the textures folder and naming conventions to have the engine replace the content. As it stands, there are no textures in your map - or otherwise I would see some regardless if I have your texture download.

    Open original quake pak0 or pak1 and find a textures folder or an idbase.wad. There is none. This is because all textures are part of the bsp. There is a gfx.wad but this is primarily hud gfx and contains no map textures.
    Last edited by MadGypsy; 09-14-2012, 01:21 AM.

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  • bluntz
    replied
    Originally posted by MadGypsy View Post
    well, for me your map doesn't have any textures in it at all. Its a checkerboard room with armor a RL and some rockets.

    EDIT: I don't think you even can assign normals in the editor.
    You grabbed them from the post above your head? Look up.

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  • MadGypsy
    replied
    well, for me your map doesn't have any textures in it at all. Its a checkerboard room with armor a RL and some rockets.

    EDIT: I don't think you even can assign normals in the editor.

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  • bluntz
    replied
    I am doing a lot of assuming here.I just added the normals to the textures folder and thought the engine would use them automagically.I did not assign them in the editor.

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  • MadGypsy
    replied
    Thats all you do. Add _norm to the texture names. I'll still se if I can troubleshoot for you

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  • bluntz
    replied
    Doh!
    I added _norm to the texture names ,heres the 6 textures and normals.
    http://www24.zippyshare.com/v/41398807/file.html
    Last edited by bluntz; 09-14-2012, 12:18 AM.

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  • MadGypsy
    replied
    but giving me the bsp doesn't give me any way to know what the names of your textures were..it also doesn't give me the normals at all (lol )

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  • bluntz
    replied
    No I am not sure of either,have a look they are right there.
    here is the map
    Attached Files

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  • MadGypsy
    replied
    I made normals in a procedural texture editor once and I had to bring them in blender and reverse them. DP was giving me opposite offsetting.

    Also, are you sure you have them named properly?

    Leave a comment:


  • bluntz
    replied
    Thanks but I do have dp set right as scaling works on the other textures ,Just my custom ones don't seem to.That kind of leads me to believe my normals I made may have something wrong with them.I am not sure if dp uses a normal for this though,I just assumed it did and needed them made for any custom textures that I add.

    Leave a comment:


  • MadGypsy
    replied
    there is some cvar you have o turn on in DP...i cant remember what though

    EDIT: r_glsl_offsetmapping 1 - i think
    Last edited by MadGypsy; 09-13-2012, 09:49 PM.

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  • bluntz
    replied
    Well I got the textures sorted out.For whatever reason they are only read 1 directory deep so I had to restructure my folder for them to be seen by the editor.What do I have to do to get normal maps to work? I made some for these wall textures but they dont seem to extrude any when I scale the offset mapping.Maybe you could look at my normals for these.



    http://i1183.photobucket.com/albums/...erres_norm.jpg
    http://i1183.photobucket.com/albums/...iques_norm.jpg
    http://i1183.photobucket.com/albums/...erres_norm.jpg
    http://i1183.photobucket.com/albums/...iques_norm.jpg
    Last edited by bluntz; 09-13-2012, 08:39 PM.

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