inkub0,
here is the solution for your problem:
I describe it for the example rtex388.jpg (this is one of the grass textures).
I use this as example, because you see it directly after starting a new game (demo1).
1.) Create a subfolder in "textures" folder called "demo1" (map name).
Here you paste a texture (for example your beautiful bookshelf texture): rtex207.jpg
2.) Now rename "rtex207" in "demo1" folder to "rtex388"
Now, when you start the game, you will see the bookshelf texture on the ground, wher the grass should be.
This means (exactly like metchsteekle described):
You can use specific textures, by creating subfolders in the "textures" folder with the specific map name.
The textures found in there have a HIGHER priority than textures directly in the "textures" folder !!
So the engine uses the one in the "mapname" subfolder and NOT the one in the main "texture" folder.
This is exactly like DarkPlaces works also.
So back to your problem:
If FTE ignores the "E" or "M" behind rtex384, then simply place the correct texture, that fit the level in the "levelname" subfolder and call it "rtex384.jpg".
- For VILLAGE3: Create a subfolder called "village3" and place the grass texture inside and rename it to: "rtex384.jpg"
- For EGYPT1: Create a subfolder called "egypt1" and place the rock texture inside and rename it to: "rtex384.jpg"
Thats it
Best wishes,
Seven
here is the solution for your problem:
I describe it for the example rtex388.jpg (this is one of the grass textures).
I use this as example, because you see it directly after starting a new game (demo1).
1.) Create a subfolder in "textures" folder called "demo1" (map name).
Here you paste a texture (for example your beautiful bookshelf texture): rtex207.jpg
2.) Now rename "rtex207" in "demo1" folder to "rtex388"
Now, when you start the game, you will see the bookshelf texture on the ground, wher the grass should be.
This means (exactly like metchsteekle described):
You can use specific textures, by creating subfolders in the "textures" folder with the specific map name.
The textures found in there have a HIGHER priority than textures directly in the "textures" folder !!
So the engine uses the one in the "mapname" subfolder and NOT the one in the main "texture" folder.
This is exactly like DarkPlaces works also.
So back to your problem:
If FTE ignores the "E" or "M" behind rtex384, then simply place the correct texture, that fit the level in the "levelname" subfolder and call it "rtex384.jpg".
- For VILLAGE3: Create a subfolder called "village3" and place the grass texture inside and rename it to: "rtex384.jpg"
- For EGYPT1: Create a subfolder called "egypt1" and place the rock texture inside and rename it to: "rtex384.jpg"
Thats it

Best wishes,
Seven
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