Importing textures.

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Importing textures.

Postby Bull » Sat Dec 29, 2007 6:38 pm

Hello all.

I'm terribly sorry if this has been answered before. I searched the forums for an answer to my problem but I didn't find anything (useful at least). Anyways, my question is this. I'm busy creating a map, but I cannot find any suitable textures for it in the texture list that comes installed with GTKRadiant 1.5 for Nexuiz. Also, the map I'm creating is a remake (With some of my own additions to it) of a famous map from the game, Tremulous. It's a first-map thing, so that's why I'm sticking with remaking a map that is already in existence. Since Tremulous is included with the typical install of GTKRadiant 1.5, I was thinking of taking some of the textures from that map and importing them to use in Nexuiz. It would make my life much easier, but I can't seem to figure out exactly how to import a folder of textures from one game to the other (If it's even possible).

Can anyone help me solve my problem?

-Bull
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Postby KadaverJack » Sat Dec 29, 2007 6:47 pm

Just copy the files to Nexuiz/data/textures (preferably in a new folder)
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Postby torus » Sat Dec 29, 2007 7:13 pm

Also, remember to include those textures in your .pk3 when distributing the map, or they won't show.
Image
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Postby iSuck » Sat Dec 29, 2007 7:46 pm

It better be a high-cieling'd one, trem maps are made to be short and wide for the aliens. I wouldn't suggest anything be made in Nex that is to small for laser-jumps.

Sounds fun though, one team will have to play crouching down, and the other holding the "slow" button. :)
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Postby Bull » Sat Dec 29, 2007 9:03 pm

lol iSuck. I was going to do ATCS. It's pretty much the only symmetric trem map, and I figured if I made the middle and hallways rather tall as well as the bases, I could create a fun, playable, fair map. I was going to make it a CTF map, as well, with the flags either in between the ramps or where the RC/Overmind usually goes. I haven't decided yet. I'm going to try where the RC/OM goes in the first release of the map, and if that proves to be problematic (Too hard to reach the flags and get out safely) I'll switch it to the ramps. It is just my first map, though, so much of the architecture of trem will be copied (Except in the middle I plan on making a much larger area and providing pads to jump on top of the mid instead of the large staircase. That would also allow me to have a larger room in the middle of the bunker (Instead of two rooms), where I could add interesting weapons or maybe even portals to transport the person to just outside of their base (Or the opponents base). Laser jumping might be a bit problematic in the hall, though, and I have yet to figure out a good design for them. I don't want huge hallways (Easy to snipe), yet I don't want tiny hallways (Hard to move). I'll see what comes up. I might just scratch the hallway and make a room on the side with weapons and a teleporter to put the person in the room on the side of the opposite base. It's still very experimental, and I haven't even finished the first full room with all of the architecture (I do have a prototype, but it looks rather bad). I expect production to speed up immensely once I have the first room finished since I can copy many of the brushes and rotate them to create mirror images of themselves in order to make the second room. Overall, it looks to be an entertaining map. It won't be for a while until I get the first beta up though.

I typed all of this assuming you know what ATCS looks like. If you've played trem before I'm sure you know. :wink:

Also, thanks for the help. I figured the textures out. :D

-Bull
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Postby divVerent » Sun Dec 30, 2007 11:31 pm

Not sure if source of ATCS is available anywhere... but I used it for testing my q3map2 patch to fix texture alignment with decompiling maps. Here is the result:

Image

The light entities can't get recovered, so it is fullbright; also you see that some shaders don't work that way in Nexuiz (you will need to change the force field, and the vents). You can get my q3map2 patches from http://emptyset.endoftheinternet.org/~p ... tkradiant/ and use them to decompile maps on your own, if you think it helps - the license of the map allows it as long as you don't combine it with GPL elements (the map is licensed using one of the CC licenses). As the CC license doesn't forbid decompiling, here's the map file I got when decompiling, and I've already placed flags on OM/Generator, some weapons/items on the other structures, and three extra spawns per side: http://emptyset.endoftheinternet.org/~p ... verted.map (use it with the original atcs pk3 file from tremulous). But it misses light entities, and neither the long hallways nor the big "open" room have any items in them. Weapon placement is also a bit odd, I let humans have "normal" weapons (MG, RL, Mortar, Hagar) and aliens have "energy" weapons (Crylink, Nex, Electro) + Hagar. Not sure if it can be made balanced.

Note: to open map files decompiled using my patch, you need to switch GtkRadiant to "alternate texture projection" mode in the preferences under "Brush".
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Bull » Mon Dec 31, 2007 7:15 pm

Wow...

Well, I was planning on revamping the map a bit to make it more Nexuiz-friendly. I took out the ramps in the bases and made the main platforms on the bases taller and added a jump pad to launch the player up to the top tier (I made 3 tiers. Ground, middle, top). It allows for a bit more maneuverability in the bases. I've yet to begin the middle area or the halls yet, since I'm still working on the bases. The ATCS textures I imported don't seem to look quite right in Nexuiz, so I'm going to need a little inspiration in texturing my map.

But, that tool of yours to decompile maps looks to be amazing. I can use it to copy many brushes I don't want to create myself.

Thank you for showing it to me.

-Bull
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Postby divVerent » Tue Jan 01, 2008 12:55 am

The problem is that you probably work in the "old style" map format, and GtkRadiant then won't read in the decompiled file.

One thing you can do: use QuArK to convert it. That one can import one map format and save in the other.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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