Textures scale incorrectly on compile :(

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Textures scale incorrectly on compile :(

Postby person » Tue May 23, 2006 2:58 pm

When I compile my map the textures on the round columns etc are fine, however the textures on some (many) of the flat, made-of-regular-brushes, items/things/surfaces are scaled to be tiny :(. In the gtk-radiant editor they are the same scale as the textures on the columns. How do I fix this? I am using my friend's opensource texture pack for some textures (though I also use the nexuiz regular textures and in some areas they scale-tiny aswell, which is not what the editor shows) at https://caethaver2.dynu.ca/data/caethaver2_textures.pk3 (50 megs) and he allowed me to upload my .map file at https://caethaver2.dynu.ca/data/dastower26.map . It is a map with a tower in the center and the scaling problems are really making it not look as good as it could, which means I can not make it nice enough to be included.

Help, please!
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Postby C.Brutail » Tue May 23, 2006 5:23 pm

You're seeking for the "Surface Inspector"?

Image

Select a brush then tap yer "S" key. To gain acces to more advanced manipulation on curved surfaces, tap "Shift+S".

Btw. we don't know what kinda radinat you're using. Is it 1.4 or 1.5? (most of us prefer 1.4)
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Postby person » Wed May 24, 2006 2:26 pm

1.5 (1.4 can't run on this box, don't ask why).
I used the surface inspector allready to get everything aligned, in the editor it is, once the map is compiled the textures on the boxes (rather then the columns) are small etc.

Could you open the map in your editor and see if you have the same problem, or maybe someone else ran into a similar problem?
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Postby tZork » Sun May 28, 2006 4:46 am

i had the same problem a long time ago, i belive that it was related to badly setup paths for q3map2.
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Postby person » Sun May 28, 2006 1:14 pm

Is a nexuiz pack going to be released for GTK radiant, using hacked q3 stuff on linux with gtkradiant 1.5 is very difficult to make work correctly, almost impossible. We need a pack. Could someone please make a pack.

Why do maps need to be compiled? Why can't they be interpreted, most other 3d games I play just interpret the map. Isn't this compiling thing a no-good-way and problem prone way of doing things from the days of 486s?
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Postby mehere101 » Mon May 29, 2006 11:13 pm

Maps need to be compiled for two reasons.

1) the lighting is baked in. Before you ask to just do the realtime crap its because since realtime lighting is so slow it doesn't provide very good results in large areas. The obvious solution is to have some lights do shadows and realtime lighting and to have other static lights lighting everything evenly.

2) Because they do compile the maps, they just move more of it into the map makers hand and less on the compilers hands
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Postby Base » Mon Jul 03, 2006 10:33 pm

Hello ppl, i have exactly the same problem with standart textures.


When i put a texture on a brush, for sure it looks ugly, so i have to "fit" it ... (surface inspector [fix button]) and its wonderful, the texture is at the right place (in this case on the jumppad, but it doesnt work on all brushes), but when i compile the map, and go in game (/devmap ...) the textures arent "fit" it seems like they are on without i have done anything on them.

Radiantscreen:

http://img324.imageshack.us/my.php?image=rad2dp.gif


Ingamescreen:

http://img116.imageshack.us/my.php?imag … 0001yb.jpg


i have tryed:

Unlocked left menuebar in Surface Inspektor
"fit" the textures with "Shift + S" instead of "S"
Saving .map under another name, compiling new
Compiling with 10 different compiling parameters

edit: i also tryed turning the setting "Texturing compatible with q3map2" off and nothing happens :( + light radiuses on Classic style.


i dont know what too do, btw iam using GTK radiant 1.4.0
pls help me, thx in advance


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