D.L. Posted June 28, 2002 Share Posted June 28, 2002 Right, I'm compiling a map (FullVis) and it takes about 4 minutes to compile as I haven't added much entities yet as I want to see how the textures look under my current lighting scheme. Only thing is the textures (all custom) will not show up in MP. I have the following files in my pk3 maps/simpsons.bsp textures/simpsons/ (then about 15 .jpg files) I also tried maps/simpsons.bsp textures/ (without the internal simpsons folder) What am I doing wrong!? Link to comment Share on other sites More sharing options...
Manquesa Posted June 28, 2002 Share Posted June 28, 2002 I did this too but here's the fix. Before you load your map in MP you need to type"sv_pure 0" in the console. Link to comment Share on other sites More sharing options...
D.L. Posted June 28, 2002 Author Share Posted June 28, 2002 I tired that too but that shouldn't happen. I don't need to do it when loading other peoples maps. The compiler creates two otehr files too. simpsons.bk and .i or something like that. What do they do and should they be in the PK3!? Link to comment Share on other sites More sharing options...
UniKorn Posted June 28, 2002 Share Posted June 28, 2002 send me the pk3 and I'll look at it tonight. wrld_unikorn@hotmail.com Link to comment Share on other sites More sharing options...
Hubris Posted June 28, 2002 Share Posted June 28, 2002 The reason why you don't have to do it with other people's maps is because they're in a pk3, in which case you don't need an impure server for custom textures, if they're just hanging around in some folders you do. Load from the console without doing anything, sv_pure 0 in console, then devmap your map from the console, should work. If not your textures might not fit the right protocols for q3. Look at the FAQ, there's only a few requirements for Q3a engine textures. Link to comment Share on other sites More sharing options...
D.L. Posted June 28, 2002 Author Share Posted June 28, 2002 Originally posted by UniKorn send me the pk3 and I'll look at it tonight. wrld_unikorn@hotmail.com I'll give it another shot tonight and I'll send it tomorrow. Thanks. Link to comment Share on other sites More sharing options...
RichDiesal Posted June 28, 2002 Share Posted June 28, 2002 Originally posted by Hubris If not your textures might not fit the right protocols for q3. Look at the FAQ, there's only a few requirements for Q3a engine textures. No, because if you have improperly saved textures, it won't even load the map. Gives an error and drops you to console. If he sees the black and white checkerboard, it's something else. Link to comment Share on other sites More sharing options...
D.L. Posted June 29, 2002 Author Share Posted June 29, 2002 Yeah, I knew that. All my textures are multiples of 2. I think most are 50 x 50. Unikorn, I sent you that email. Link to comment Share on other sites More sharing options...
RichDiesal Posted June 29, 2002 Share Posted June 29, 2002 That... isn't right. Your textures aren't supposed to be multiples of 2, they need to be powers of 2. As in using 2, 4, 8, 16, 32, 64, 128, 256, 512, or 1024. Maybe it doesn't drop to console then for incorrect sizing... I know it does if you save your JPGs as progressive though (hafta save as baseline or baseline optimized). Link to comment Share on other sites More sharing options...
volrathxp Posted June 29, 2002 Share Posted June 29, 2002 once again rich is right. hehe.. yeah if they're improperly sized then they show up as the black and white checkerboard deal. resize your textures to fit the powers of 2 and you should be fine. volrath Link to comment Share on other sites More sharing options...
VIO Posted June 29, 2002 Share Posted June 29, 2002 rich is a moderator now cool Link to comment Share on other sites More sharing options...
Emon Posted June 29, 2002 Share Posted June 29, 2002 About compile times: Don't have any overlapping brushes on geometry (sometimes buttons call for this, that's different). Don't follow the "Caulk everything then texture what is visible, it increases framerate!". That is pure BS. Anything not seen is culled in the BSP process anyway, it's a waste of time. You DO want to caulk behind patches and on unseen places of DETAIL brushes, because those are not culled automatically. Also, use detail brushes for the small details. It's hard for me to explain unless you know a lot about Jedi Knight I editing... Link to comment Share on other sites More sharing options...
Emon Posted June 29, 2002 Share Posted June 29, 2002 Originally posted by volrathxp once again rich is right. hehe.. yeah if they're improperly sized then they show up as the black and white checkerboard deal. resize your textures to fit the powers of 2 and you should be fine. volrath JK had a version of that texture, called dflt.mat. There was also a dflt.3do that replaced any not found 3dos, dflt.mat replaces not found textures. It's scary, because JK's is identicle except that they are grey and yellow instead of black and white. Link to comment Share on other sites More sharing options...
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