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DarkBASIC Professional Discussion / QUAKE 3 BSP TEXTURES-I SOLVED MY PROBLEMS

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the architect
22
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Joined: 6th Jan 2003
Location: United Kingdom
Posted: 20th Jan 2003 22:30
I spend weeks trying to find the perfect way to level edit BSP maps and in 5 mins I suddenly solved the lot. Here is my guidance on Quake 3 BSP.
1/ turn fog off/on if you a visual problem but you know the bsp has loaded.
2/ quaRKE will put your file format exactly as it should be in your pak file. What I did was to copy the Q3 Pak file into my game worlds dir(where you want your pak file to be),
open the pakfile with PAKSCAPE and deleted all the prviouse info that was used in the game (thats why I copied it first). Then I copied ALL the files in the tempquarke file (but not by copying tempquarke ) and pasting them into the pak file(again opened with PAKSCAPE). This worked. I do suspect, but have not tried it, that quaRKE will make the folder layout for you. When all your levels are completed paste the lot as quaRKE has done it straight into your empty pak file.

3/ BUT...I here you say, I'm still getting black textures!
I suddenly realised that Q3 uses it's floor textures to identify what sound the footfall should make in different part of the world. A feature not supported by DBPro.

...SOLUTION...Texture the floor with a file from the BLOCK file. It is the first texture file you will find. It is the same for the ceiling. Do this and you may just think Christmas has come early...or again.

I've tried to be clear. If your stuck post extra questions.
the architect
22
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Joined: 6th Jan 2003
Location: United Kingdom
Posted: 20th Jan 2003 22:33
I am actually English but my writing comes out Chinese English. APOLOGIES!!!!!!!!!!!!!!

mimesis
22
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Joined: 26th Aug 2002
Location: Norway
Posted: 21st Jan 2003 00:27
My bsp's have loaded fine since patch 2
I'm having other problems like:
- when introducing regular object with ghost on, then even
the bsp turns ghosted.
- adding images/sprites over 3D ,mess up bsp textures
- bsp collision hit() not working.
the architect
22
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Joined: 6th Jan 2003
Location: United Kingdom
Posted: 21st Jan 2003 14:28
I have since found many w3 textures have properties which makes the bsp weird. The best thing to do is put in your own textures.

Rob K
Retired Moderator
22
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 21st Jan 2003 15:43
I have mailed quite a bit of info to Lee about BSP bugs - he says they will be fixed along with the introduction of the DBW format in Patch 5.

NOBODY has a forum name as stupid as Darth Shader. I do.
UberTuba
22
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Joined: 5th Oct 2002
Location: Brittania
Posted: 21st Jan 2003 16:13
can yo u eplain step 2, step by step, i don't understand it, thankyou.

Life is a terminal disease.
You never survive it.
the architect
22
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Joined: 6th Jan 2003
Location: United Kingdom
Posted: 21st Jan 2003 22:22
Have you tried step 3 yet just to make sure that your black areas where your textures should be are not textures incompatible with DBPro BSP.

Else

When quarke compiles your BSP it puts everything into a folder i.e. tmpQuArK which is to be found in the Quake 3 dir after you have compiled your maps.

I opened my tmpQuArK file and cut out out all folders found in there and placed them into an empty Pak file. I assume you have Pakscape.

I then put this pak file where it was to go in my game dir.

the architect
22
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Joined: 6th Jan 2003
Location: United Kingdom
Posted: 21st Jan 2003 22:24
Try using your own textures instead of the q3 textures.

UberTuba
22
Years of Service
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Joined: 5th Oct 2002
Location: Brittania
Posted: 23rd Jan 2003 16:04
I did that but the same problem still ocuurrred

Life is a terminal disease.
You never survive it.

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