Author Topic: Texture help (tiling not consistant) needed.  (Read 3457 times)

rdizzle

  • Posts: 187
  • Turrets: +1/-1
Texture help (tiling not consistant) needed.
« on: April 30, 2007, 12:51:56 am »
I have a failry large tiling texture.  When I load it in radiant it looks fine.  However, when I compile and test in game, it shrinks down and tiles very small.  Now, if I apply it to a patch mesh it will tile in game at the normal size.

What's going on?

I've tried fitting it to a brush and it does nothing.

Do textures need to be of certain sizes? could that be the problem?  And why is it tiling different between rect and patch meshes made from those rects?

Thanks!

Quakin

  • Posts: 12
  • Turrets: +0/-0
Texture help (tiling not consistant) needed.
« Reply #1 on: April 30, 2007, 02:22:35 am »
For me, it was because there was a leak, look around and plug any holes you find.

TRaK

  • Posts: 442
  • Turrets: +94/-21
    • TRaK@MG
Texture help (tiling not consistant) needed.
« Reply #2 on: April 30, 2007, 02:57:10 am »
When I had this problem, it was because q3map2 wasn't looking in the right place for the textures.

My solution was to map in 1.4 and compile in 1.5 . Somehow, that seems to work for me.

rdizzle

  • Posts: 187
  • Turrets: +1/-1
Texture help (tiling not consistant) needed.
« Reply #3 on: April 30, 2007, 03:31:53 am »
Quote from: "TRaK"
When I had this problem, it was because q3map2 wasn't looking in the right place for the textures.

My solution was to map in 1.4 and compile in 1.5 . Somehow, that seems to work for me.


well for me that makes no sense as the textures are only in my base directory once.  why would the same texture on a patch mesh look different on a rect brush?  that's what's really bugging me.

Ingar

  • Tremulous Developers
  • *
  • Posts: 554
  • Turrets: +302/-7
    • Ingar's projects on the Web
Texture help (tiling not consistant) needed.
« Reply #4 on: April 30, 2007, 09:17:31 am »
This happens if gtkradiant and the game-engine (tremulous) can find
the textures, but somehow q3map does not. It just assumes a default size (64x64?) for the textures it can't find.

This happens on linux if your textures are in ~/.tremulous/base/textures. Older q3map2 versions do not look in that folder when searching for textures (q3map2 bug!).

I compiled the latest 1.5 from SVN and installed it with the SVN trempack. Works like a charm and no crashes so far.

You might want to read my posts in  this thread

Edit:
On Patches and Textures

rdizzle

  • Posts: 187
  • Turrets: +1/-1
Texture help (tiling not consistant) needed.
« Reply #5 on: April 30, 2007, 03:46:55 pm »
Quote from: "Ingar"
This happens if gtkradiant and the game-engine (tremulous) can find
the textures, but somehow q3map does not. It just assumes a default size (64x64?) for the textures it can't find.

This happens on linux if your textures are in ~/.tremulous/base/textures. Older q3map2 versions do not look in that folder when searching for textures (q3map2 bug!).


Well i'm on an intel mac and the only build of radiant for it I can find is 1.4.  So compiling maps on 1.5 is huge pain in the ass as I have to switch between computers from a Intel 2.0 Duo to a slow 800mhz G5-just to compile.

Do you know where q3map2 looks for textures in older versions?  As I might just be able to mov them there temporarily for compiles-and make my life a lot simpler :P

rdizzle

  • Posts: 187
  • Turrets: +1/-1
Texture help (tiling not consistant) needed.
« Reply #6 on: April 30, 2007, 04:53:18 pm »
well i found the wikibooks article on q3map2 and when i get home see if I can add the -fs_basepath switch and see if that forces q3map2 to look in the right spot.

rdizzle

  • Posts: 187
  • Turrets: +1/-1
Texture help (tiling not consistant) needed.
« Reply #7 on: May 01, 2007, 01:54:55 am »
got it.  q3map2 is looking for textures inside of baseq3 instead of base

weird.