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Texturing Problem, please explain


JDKnite188

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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

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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?

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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.

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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

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  • 2 weeks later...

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

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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 :)

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