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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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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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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.
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
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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.
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.
Thank you GB,
Indeed that is what is happening as I have moved along to DP since I wanted better brush support afforded to Q3 maps.
I still see the compiler not loading textures warnings in the log which make me wonder if they were available from the baseq3 dir at the time of compile would they get packed into the map?
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q3bsp does not contain textures, it only contains texture _names_.
surface flags, like non-solid, and unlightmapped, etc _do_ depend upon the shader properties, but not the texture itself.
Interesting,This behavior leads me to think I could move my Q3 pak into my DP dir and be able to run many more Q3 bsp's.
Moving my custom textures into baseq3 made no difference for the compiler to load them into the maps.I still get the miptex not found error.I really hope I dont have to wad them up as I have not had any luck getting the old progs to compile and I dont want to use windows.guess I will try wine.
I think I realize why parralax does not seem to be working as these textures are jpeg,doh! normals or not.
I guess I am going to convert 3600+ textures to Targa....Oh JOY!
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