I have a problem whit textures

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PiojoL
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I have a problem whit textures

Post by PiojoL »

My problem is that when I open to the menu "textures" it shows only some textures to me. That is to say, it does not appear to me the complete menu.

only it shows the following thing me

Show in use
reload
surface inspecto
close surface inspector
path inspector
alignment
and texture lock

but it does not show the other textures to me for example:

algiers

that I can do so that shows all the textures to me?
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bdbodger
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Post by bdbodger »

Welcome to .map :)

Set your project settings then open preferences and check load last project on open . It does not have the right path set .
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neillomax
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Post by neillomax »

Not one of those " put endefs3 in main" is it ? ..... sorry pkm
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bdbodger
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Post by bdbodger »

No entdefs.pk3 is short for entity definitions textures are not entities . After you set the project settings and save it it saves as a .qe4 file . That is your project settings file and it looks like this
{
"brush_primit" "0"
"basepath" "C:\Program Files\EA GAMES\MOHAA\"
"rshcmd" ""
"autosave" "C:\Program Files\EA GAMES\MOHAA\maps\"
"mapspath" "C:\Program Files\EA GAMES\MOHAA\maps\"
"remotebasepath" ""
"modelmask" "*.tik"
"entitydir" "code/"
"moddir" "main"
"bsp_BSP" "! q3map -v -gamedir ../mohaa/ $"
"bsp_Vis (fast)" "! q3map -vis -v -fast -gamedir ../mohaa/ $"
"bsp_Vis" "! q3map -vis -v -gamedir ../mohaa/ $"
"bsp_Light (fast)" "! mohlight -v -fast -gamedir ../mohaa/ $"
"bsp_Light" "! mohlight -v -gamedir ../mohaa/ $"
"bsp_Light (final)" "! mohlight -v -final -gamedir ../mohaa/ $"
}
The two things I hightlighted are the basepath and entity path . The basepath is what it searches for subdirectories like textures or scripts where the shaders are or the code subdirectory . Inside of the entdefs.pk3 is a directory called code and that is where the entity definitions are . Mohradiant needs the project setting in order to find stuff so loading last project on open loads those settings . It uses the basepath + moddir to find your textures and shaders . For the moddir it uses that for a prefix so it will find main , mainta or maintt . By changeing mainta or maintt to xmainta and xmaintt it will no longer find those directoires so your SH and BT stuff won't show in radiant and you can do AA maps and not have to worry about it not compileing with the AA compilers . I use the SDK ver for AA maps . I keep the qmap.exe and mohlight.exe for AA separate from the qmap.exe and mohlight.exe from the SDK because if you use the SH compilers your map won't work in AA .
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PiojoL
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Joined: Sat Jan 13, 2007 6:30 am
Location: mexico

Post by PiojoL »

ohhh thank you very much, now I can begin to make maps thanks to you 3

if I have another doubt, I have its support?
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