Let's recapitulate:
1) Creating a .pk3 is not necessary, and it is just confusing while developing.
Before you load your map, set sv_pure to 0
tremulous +set sv_pure 0 +devmap mymap
Add the textures to your pk3 when you're creating a pk3 for your compiled map.
2) Saying 'it can't find textures' is not enough. There are 3 programs involved here:
- gtkradiant must be able to find your textures, this is usually not a problem
if the engine path in the tremulous.game is allright
- q3map2 must be able to find the textures.
older q3map2 versions have trouble finding textures in ~/.tremulous/base/textures
- tremulous must also be able to find the textures.
In Linux (UNIX) I advise to put your textures in ~/.tremulous/base/textures/mapname
In windows I put them in Program Fies\Tremulous\base\textures mapname
As far as I know, q3map2 does not support files in %APPDATA%
(C:\Documents and Settings\username\Applciation Data ..etc )
If you have done it right, you should find a 'mapname' directory in the gtkradiant texture browser.
Note that gtkradiant will not find the new directory until it has been restarted.
Check the output of q3map2, there should be no errors about textures that can not be found.
Check the InitPaths section:
--- InitPaths ---
VFS Init: /home/ingar/.tremulous/base/
VFS Init: /opt/games/tremulous/base/
And finally, if you load your map in tremulous, check the console for error messages.