JDKnite188 Posted February 22, 2003 Share Posted February 22, 2003 I have to use links, because my web host doesn't allow remote posting of images. Does anybody have a clue what would be causing the scale size difference in the two pics? The first pic is from the GTKRadiant Editor. The second is a game shot of the compiled map. http://imagebase.freewebspace.com/images/editor_conv_ed.jpg http://imagebase.freewebspace.com/images/shot0038.jpg As you see in the editor pic, textures are sized much bigger than in the compiled version. I tried the fit command and fiddled with it, but nothing was resolved. Why is there such a difference in the compiled map? Physics clip around models . . . . In the pic of the link below, I put brushes textured in physics_clip around some models. The clip hides the brushes. What is going on? http://imagebase.freewebspace.com/images/shot0039.jpg Link to comment Share on other sites More sharing options...
JDKnite188 Posted February 23, 2003 Author Share Posted February 23, 2003 Somebody reply, please? Link to comment Share on other sites More sharing options...
dvader28 Posted February 23, 2003 Share Posted February 23, 2003 the images still say remote hosting not allowed Link to comment Share on other sites More sharing options...
JDKnite188 Posted February 23, 2003 Author Share Posted February 23, 2003 Dvader, thanks for telling about my pics. Is it possible that if anybody wants to view them, can they copy the link to their internet browser's address input bar? I found out that during compiles it says that it can't find any of my textures in some shader thing. Whats up with that? Link to comment Share on other sites More sharing options...
Leslie Judge Posted February 24, 2003 Share Posted February 24, 2003 Could you post here those messages? I saw someone posting those kinf of messages, and it seemed, that he used a q3 shader (or just made by Particle Studio, because it was snow), and some of the path are not exactly the same in jk2 as are in q3. Link to comment Share on other sites More sharing options...
iwolf Posted February 26, 2003 Share Posted February 26, 2003 I have been having the same problem as jdknite. Textures appearing normal size in gtk, but in game they are at least 200% smaller. By testing, ive found textures in mod directories get shrunk, while textures in base dir does not. This is in SP, i have not tested this in MP yet. I took the same texture,made copies and put it in 4 diff locations. 1. gamedata\hm\textures\test\test1.jpg 2. gamedata\hm\hm.pk3 (test2.jpg) 3. gamedata\base\textures\test\test3.jpg 4. gamedata\base\hm2.pk3 (test4) Tests 1,2 had shrunk textures while Tests 3,4 were normal If jko needs to have all textures in base, then how do others get mod textures to work ok? Is gtk doing something strange in the .map file, or is this a problem with jko? Any help would be appreciated. Link to comment Share on other sites More sharing options...
ydnar Posted February 26, 2003 Share Posted February 26, 2003 GtkRadiant (and Q3Map2) must be configured with the correct basepath or shaders/textures will not be found, resulting in these type of errors. The game path must have "gamedata" at the end of it, as that's where the base directory sits. y Link to comment Share on other sites More sharing options...
Leslie Judge Posted February 26, 2003 Share Posted February 26, 2003 The placing of test3 was the one which everyone do. And if I understand you it was OK. Link to comment Share on other sites More sharing options...
iwolf Posted March 12, 2003 Share Posted March 12, 2003 For future search reference for those who have textures shrunk in game but not in gtk here is what i found out. The reason the textures shrink is because by default q3map2 looks for textures from gamedata\base. And if the texture isnt off this directory, it doesnt find it and assumes default size for the texture is 64x64 which shrinks it. When editing mods,q3map2 needs the switches -fs_basepath, and -fs_game added to make it look for textures in mod directory. Normally this is added in the project settings fs_game option. However the gtk code checks if the current game is halflife or jk2, if so it does not output the fsgame variable to q3map2 because older versions of q3map2 did not support it. Gtk 1.3 seems to fix this. So what i did was just add fs_basepath,fs_game in my project settings to a new q3map2 compile line. One thing i found is using quotes around the fs_basepath would cause gtk to crash. *Example would be: -fs_basepath c:\jko\gamedata -fs_game hm where hm would be my mod dir c:\jko\gamedata\hm. Urls for the sourcecode i examined: function QE_ExpandBspString http://zerowing.idsoftware.com/doxygen/GtkRadiant-merge-1_2_10-post/html/main_8cpp-source.html http://zerowing.idsoftware.com/doxygen/GtkRadiant/html/main_8cpp-source.html#l00889 Link to comment Share on other sites More sharing options...
Leslie Judge Posted March 12, 2003 Share Posted March 12, 2003 OK, I've never used but in GtkRadiant 1.2.11+ in the Project settings you can enter the mod dir if you select Custom JK2 Modification. Maybe this makes no need to create new compiling commands in the BSP menu. Link to comment Share on other sites More sharing options...
iwolf Posted March 12, 2003 Share Posted March 12, 2003 I was using the fs_game option in the project settings. When gtk outputs the bsp bat file, it doesnt output the fs_game option from those settings. Sorry i didnt clarify that in my post. Thanks for the replies, and thanks to ydnar for pointing me in right direction. If your the q3map2 ydmar then love the new version! light styles & tenenbre2 support, cant wait to tinker with those Link to comment Share on other sites More sharing options...
Leslie Judge Posted March 12, 2003 Share Posted March 12, 2003 Aha, OK. Good to know. Link to comment Share on other sites More sharing options...
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