by 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
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it?
<Samua>Lies, that only applies to other people.