Minor questions

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Minor questions

Postby torus » Tue May 08, 2007 4:07 am

Some GTKRadiant questions :roll: . 1) How does one go about adding custom textures to Radiant? I've garnered that it's got something to do with changing the shaderlist.txt in baseq3 (maybe?), but doing that didnt work.
2) Very noob question- I am ashamed :cry: . How does one make Nexuiz play a map in a .pk3, that is in the Nexuiz/data directory? Haven't tried to do it before. :oops:

Thanks. :)
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Postby Z (Rus) » Tue May 08, 2007 4:43 am

Program for compilation *pk3 files- PakScape :wink:
*.pk3 structure:
file.pk3
-(folder) maps
----map.bsp
----map.jpg
----map.cfg
----dm(tdm, ctf, arena...)_map.mapcfg
-(folder)sound
----(folder)cdtracks
-(folder)textures
-(folder)scripts
I speak English a little, but i can't write well in English. :mrgreen:
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Re: Minor questions

Postby KadaverJack » Tue May 08, 2007 8:32 am

torus wrote:2) Very noob question- I am ashamed :cry: . How does one make Nexuiz play a map in a .pk3, that is in the Nexuiz/data directory? Haven't tried to do it before. :oops:

Read Nexuiz/Docs/mapping.txt, that will hopefully answer all your questions ;)

Z (Rus) wrote:Program for compilation *pk3 files- PakScape :wink:

Well, pk3s are just renamed zip files, so any zip program will do. :)
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Re: Minor questions

Postby Z (Rus) » Tue May 08, 2007 8:53 am

Well, pk3s are just renamed zip files, so any zip program will do.

I know this, but sometimes zip programs not work(lags or virus)
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Re: Minor questions

Postby esteel » Tue May 08, 2007 10:54 am

Z (Rus) wrote:I know this, but sometimes zip programs not work(lags or virus)

Uhm.. maybe you should change your zip program if it gives you lag or viruses! Or better do click all those link on pron sites :P
But to be honest i have no idea what you mean.. how should a zip program give you lag? :)
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Postby tZork » Tue May 08, 2007 12:00 pm

... and since pk3's are zip files you are using a zip app anyways, even if it calls itself something else.

torus: shaderlist.txt in baseq3 (are you using q3 ..?) is a list of shaders (not textures) that the map compilter needs to be aware off. Thinks like skyboxes and light emitting shaders. to add a texture to nexuiz, simply add it to a new (or make a mess and put it an an exsising ;) folder inside data(baseq3 if yer using q3)/textures/ and then id shoud just work, and show up in raidant texture menu.

Playing a map in a pk3 ios no diffrent from an unpacked file. To show up in the menu yu need yer map to have .mapcfs and .txt's for its modes (see nexuiz/docs/mapping.txt) To run it w/o this you need to execute a "map youmapname" in the console.
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Postby torus » Tue May 08, 2007 3:43 pm

tZork wrote:... and since pk3's are zip files you are using a zip app anyways, even if it calls itself something else.

torus: shaderlist.txt in baseq3 (are you using q3 ..?) is a list of shaders (not textures) that the map compilter needs to be aware off. Thinks like skyboxes and light emitting shaders. to add a texture to nexuiz, simply add it to a new (or make a mess and put it an an exsising ;) folder inside data(baseq3 if yer using q3)/textures/ and then id shoud just work, and show up in raidant texture menu.

Playing a map in a pk3 ios no diffrent from an unpacked file. To show up in the menu yu need yer map to have .mapcfs and .txt's for its modes (see nexuiz/docs/mapping.txt) To run it w/o this you need to execute a "map youmapname" in the console.


You're the man. Thanks. :D
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Postby torus » Sat May 12, 2007 9:34 pm

Some other stuff: :roll: What causes an entity to "leak," when compiling? And what may be done to prevent this?

Also, when I compiled my map the first time (BSP:meta), to check proportions, it worked (aka, didnt leak), but some of the wall faces were wonky/not there, although solid. Is this due to the kind of compile, or something I did?

And one last- I don't understand the whole sky thing. If I am building a space map, for example, I make a hollow box around the whole thing made out of caulk, texture the inside faces with a sky texture, and call it a day? On my BSP:meta compile, 4 out of the 6 faces of the inside of this box appeared as solid white. WHats up with that? :x :)
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Postby C.Brutail » Sat May 12, 2007 9:51 pm

Leak is, when you don't cover a little hole with structure brush. Planes and curves (patches) are NOT structural. Also note, that you might actually turned a part of the structure hull into detail or made an entity about it.
Skies are special shaders, look at the nexuiz shaders or mines for an example. The engine sortf out the images from the shader for the sky, not you! The image in the editor can be different from what you see ingame like that. So I can figure two things:
a: you haven't provided all the textures in the directory for the shader
b: the most common thing, you forgot to place your shader in shaderlist.txt :P That often happens to me too. This way the compiler ignores that shader completely, so the sky won't show up at all.
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Postby tZork » Sat May 12, 2007 9:59 pm

leaks,
Imagine your map as something floating in space, literally. The "inside" of your map needs to be completely sealed off from this vacuum (often referred to as "the gray void") If this void can reach any entity (spawns, lights, guns etc) at any point you get a leak. And remember that detail brushes, models and paches canNOT be used to seal the map. And yes, wrapping a skybox around the map is enough to make it un-leaked.

White skybox:
Sounds like you used a skybox not in nexuiz, not supported or in some otehr way broken. and remeber it need to be listed in data/scripts/shaderlist.txt (the shader file contaning the skybox taht is)
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<Samua>Lies, that only applies to other people.
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