UniKorn Posted April 2, 2002 Posted April 2, 2002 First of all, with this method you won't be able to view your level in JK2 yet This is just a method to set the textures right, so that you can map using gtkradiant and view your map in quake3 or elite force. DO NOT distribute your map for Quake 3 as the textures are copyright of Raven/LEC. Copy the assets0.pk3 and the assets1.pk3 in your baseq3 directory. Open the scripts subdirectory and edit the shaderlist.txt file. It should look like this : common gfx bespin cinematics decals doomgiver effects explosions flares fogs gfx gfx2 imperial items marks metashader models mp nar_shaddaa players sabers scavenger skies sprites system test test_crawl ui yavin zoom Now open the assets0.pk3 file (with winzip) and extract the .shader files located in the /shader subfolder to your baseq3/scripts directory. Now load gtkradiant and you should get all the textures, including the shaders Have fun! UniKorn Mapper 4 Wired Lamp Studios http://www.wiredlampstudios.com
Jedi-Kemp Posted April 2, 2002 Posted April 2, 2002 Well its a good start it will help alot of us to at least get most of our maps more finished than they allready are GJ and Thanks.
ncesky Posted April 3, 2002 Posted April 3, 2002 Not all the textures seem to work... in particular, imperial and nar_shaddaa don't work (not counting obviousely useless ones in mapping terms like 'sabers', 'players', 'ui'... etc) I would really like nar_shaddaa and imperial to work tho, any idea what the problem is... do they work for you guys? I get: Loaded 0 shaders and created default shader for 0 orphan textures. when trying to load nar_shaddaa just for example.
Home_Sliced Posted April 3, 2002 Posted April 3, 2002 For some reason, there are no shader files for some of the texture sets (Cairn and Hoth for instance). In order to access the textures that have no shader file, you'll have to make your own. I made a file called cairn.shader and added cairn to the shaderlist.txt file. The cairn texture set is now available in the editor. I am using EFRadiant, BTW. You can use the same technique to access the textures for Hoth and the other "shaderless" texture set.
kruxus Posted April 10, 2002 Posted April 10, 2002 i asume that you need quake3 to have these files, as it's named baseq3, am i right?
UniKorn Posted April 11, 2002 Author Posted April 11, 2002 It depends on which version of EFRadiant I using if I recall this right. If you are using the first version you should upgrade. It contains a bug that doesn't allow it to load a directory if there are only tga's in it. Or jpg's don't know for sure.
AeroBLASTER Posted April 11, 2002 Posted April 11, 2002 I got the textures working within a half hour in Q3Radiant. You just have to mess around with the assigned directories under Project Settings until they show up.
CrOc11 Posted April 11, 2002 Posted April 11, 2002 All those names arent in my shader list do i add them?
Tigris Posted April 22, 2002 Posted April 22, 2002 For better texture integraty wouldn't it be better to make a special shaderlist.txt for all the JO-Textures? that way you would only use them, not the q3 stuff...
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