Textures

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Textures

Postby torus » Mon Jan 15, 2007 3:37 pm

2 Things

1. Can objects with previously applied textures from 3rd party apps be imported into Radiant and retain those textures?

2. What is the feeling about using proprietary textures? Do textures have to be in the creative commons or whatever?

Thanks
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Postby Shoe » Mon Jan 15, 2007 5:43 pm

Maps don't have to be entirely GPL for Nex. People have borrowed freely available (though not GPL) textures and meshes for their maps before. Only the maps included in the game itself must have everything under the GPL.
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Re: Textures

Postby tZork » Mon Jan 15, 2007 9:56 pm

Torus wrote:2 Things

1. Can objects with previously applied textures from 3rd party apps be imported into Radiant and retain those textures?

Yes, in the form of models. thise need to be in a format q3map2 understands and follow the same texture/shader naming as normal textureing. commonly used model format for mapobjects are md3 and ase. Tee texture naming thing means you have to put you texture in "nexuiz/data/textures/somefolder/mytexture.jpg" then name teh material in yer 3d app "textures/somefolder/mytexture" (precilely how this works depends on what modelformat and 3d app you use) Same thing if you use a shaderm but with the shader name insted. The proccess of making and useing mapobject is identical to that of quake3, so any tutorial/doc for q3 are usable as a referense.

Torus wrote:2. What is the feeling about using proprietary textures? Do textures have to be in the creative commons or whatever?

Thanks
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