Page 1 of 1

Texture Tiling Problem when compiling BSP

Posted: Thu Oct 16, 2008 6:03 pm
by menorian
Hello,

I'm working on a hobby project using the quake3 engine, and i've installed and set up radiant to work with my project.
The radiant i'm using is 1.4 (i don't want to use 1.5) and q3map2.
Right now i'm running the game as quake 3 using all the q3 paks and so on, so basically it's q3 with another exe name only, no code has been altered yet.
My problem is when i make a map, and compile it, the textures tiles atleast4 times more than they do in GTK-Radiant, and i was wondering if anyone here has had that and how to fix it?
As i said, everything looks fine in radiant, the texturescale flag is set to 0.50 as it is by default. I'm guessing this is a q3map2 compile issue in some way, but i have no idea how to fix this.

Thanks

Re: Texture Tiling Problem when compiling BSP

Posted: Thu Oct 16, 2008 6:28 pm
by dichtfux
I was recently told that a bug that leads to exactly the behaviour you describe here existed in older versions of q3map2. Which version are you using?

Re: Texture Tiling Problem when compiling BSP

Posted: Thu Oct 16, 2008 6:45 pm
by menorian
Q3map2 2.5.13 or something....

where can i get the latest q3map2 then?

Re: Texture Tiling Problem when compiling BSP

Posted: Thu Oct 16, 2008 7:26 pm
by obsidian
Q3Map2 2.5.16:
http://www.robotrenegade.com/q3map2/dow ... 32_x86.zip

Re: Texture Tiling Problem when compiling BSP

Posted: Thu Oct 16, 2008 7:48 pm
by menorian
well that didn't help at all, so it looks like whatever version of q3map2 i'm using i still get the same issue...
there must be some config i have messed up

Re: Texture Tiling Problem when compiling BSP

Posted: Thu Oct 16, 2008 11:57 pm
by Grenader
If I remember correctly that is caused by q3map2 not finding the textures, whilst Radiant can.

Check the shader and texture paths of the .game file in your /path/to/gtkradiant/games/quake3.game/ folder.