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  • #46
    Yeah, but that one is for Doom engine games, ie DOOM wads.

    Doom uses Wad 1 format, which actually contains levels etc (like a pakfile in Quake).

    Quake uses wad2.

    Half-Life (and Valve 220 / Worldcraft 3.3) uses wad3.

    Try it and see if it works with Quake
    Scout's Journey
    Rune of Earth Magic

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    • #47
      I found this old thing that has been updated - XwadTools.
      http://code.google.com/p/xwadtools/
      Has support for Doom,Doom2,Heratic,Hexen and strife.Any of those wad2?
      Check it out if you have subversion installed wityh this in term
      svn checkout xwadtools - Revision 12: /trunk xwadtools-read-only

      bluntz@debianhome:~/wads$ wadwhich epic2.wad
      looked for wad 'epic2.wad', found 'epic2.wad'
      epic2.wad is for Doom II
      bluntz@debianhome:~/wads$
      Seems my textures issues may have been caused by the wads I chose to DL being wrong versions.I did not know there were a bunch of .wad formats.
      Last edited by bluntz; 09-11-2012, 01:00 PM.
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      • #48
        Nah, not as far as I can see. Those are all Doom engine games. When they say wad, they mean level / level pack. When Quake says wad, it means textures / lumps / bitmaps.

        What are you looking for?

        http://www.gamers.org/pub/idgames2/u...ools/qeu03.txt

        QEU are a set of command line tools (Linux, as far as I know) to pack/unpack quake wad and pak files.
        Scout's Journey
        Rune of Earth Magic

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        • #49
          I am looking for something to pack/unpak custom textures without having to resort to winblows. I am surprised Gimp does not have a plugin for this.
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          • #50
            I asked the gimp devs about this years ago and they told me to write it myself, in true open source fashion. I was, er, too busy to do that.

            QEU should do it. Apart from that, wine and wally... I haven't found a better way.
            Scout's Journey
            Rune of Earth Magic

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            • #51
              I wonder if anyone can get a .map from blender to work as even the default cube wont load...pffft.Guess I should have tested it befor going to all the trouble to make a nice low ploy terrain.Regardless the way radiant scales circular work makes it very hard to recreate the amphitheater for the Apollo temple at Delphi.Perhaps I should just build it all in blender and export to obj or something else.The exporter seems to have worked on 1.4 for kat but still needed a lot of cleanup.
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              • #52
                For an amphitheater, or anything with a lot of curves, Quake 3 format would be perfect... because of patch meshes.
                Scout's Journey
                Rune of Earth Magic

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                • #53
                  The editor handles differently if setup for Q3? As it is any complex brush I make gets destroyed/disintegrated when I try to scale it.
                  Should I go with Darkradiant instead?
                  Last edited by bluntz; 09-12-2012, 08:16 PM.
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                  • #54
                    That's weird. It should handle the exact same way.

                    The major difference is that you need to use TGA files for your textures (no wad, just put the tgas into a subfolder called "textures") and you should use the Darkplaces gamepack when using Q3 format intended for Quake (this should also provide access to the q3map2 compiler from the build menu).

                    Apart from that, the actual mapping works 100% the same, only you can now use the various curves (patches) and potentially shaders.

                    If brushes get destroyed while scaling etc, then perhaps they aren't convex anymore. A brush can never be concave.

                    DarkRadiant is optimized for the Dark Mod, they don't officially support any non-Doom3 games anymore; for Quake 3 format, you're best off with Gtk/NetRadiant.

                    I'll sit down and write a Q3bsp for Quake (with Radiant) tutorial, it should become clear then.
                    Scout's Journey
                    Rune of Earth Magic

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                    • #55
                      Ahh so that's why my brush gets subdivided. No concave support.
                      Ok I grabbed the latest build of GTK, 1.6.2.
                      Hmmmf no luck setting it up for DP though.
                      Guess I will stay with Netrad.
                      Last edited by bluntz; 09-13-2012, 07:22 PM.
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                      • #56
                        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, 07:39 PM.
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                        • #57
                          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, 08:49 PM.
                          http://www.nextgenquake.com

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                          • #58
                            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.
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                            • #59
                              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?
                              http://www.nextgenquake.com

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                              • #60
                                No I am not sure of either,have a look they are right there.
                                here is the map
                                Attached Files
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