
gtkradiant texture loaction.
gtkradiant texture loaction.
Could someone please tell me what the default path for the textures that gtkradiant uses is? 

Re: gtkradiant texture loaction.
mines C:/GameDev/Quake 3/
Re: gtkradiant texture loaction.
Where ever Quake 3 is installed. I think the default installation location for Quake 3 is C:\Program Files\Quake III Arena
Once inside that folder, go to baseq3 and open pak0.pk3 with a program that can read ZIP files (a .pk3 file is basically a zip file with a different filename extension). In the zip file you'll find a textures folder and in there are all the textures.
Once inside that folder, go to baseq3 and open pak0.pk3 with a program that can read ZIP files (a .pk3 file is basically a zip file with a different filename extension). In the zip file you'll find a textures folder and in there are all the textures.
Re: gtkradiant texture loaction.
So I could use pakscape to open the pk0.pk3, right?
Re: gtkradiant texture loaction.
you can use winzip, winrar... etc etc etc... .pk3 is just a zip file really
Re: gtkradiant texture loaction.
GtkRadiant reads inside PK3 files, so there's generally no need to open them.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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Re: gtkradiant texture loaction.
Moving to LEM.
Re: gtkradiant texture loaction.
The path is <Quake3>/baseq3/textures/ but as Obsidian mentioned the pk3 files are also read. The path may not even exist in your Q3A installation if you never made a map because everything is distributed in pk3 files usually.
This means that if you have a pk3 file (e.g. a custom map file named somemap.pk3) in baseq3/ and it contains image files in a textures/ sub directory, these textures will also show up in radiant. This also applies to the stock game media of course, it is in the pak0.pk3 file.
I think having stuff outside of a pk3 file leads to sv_pure issues, you may need to use /devmap instead of /map in the in-game console to load a map and/or set sv_pure 0 on the command line. Haven't done something for q3a in quite a while though, not 100% sure on this.
This means that if you have a pk3 file (e.g. a custom map file named somemap.pk3) in baseq3/ and it contains image files in a textures/ sub directory, these textures will also show up in radiant. This also applies to the stock game media of course, it is in the pak0.pk3 file.
I think having stuff outside of a pk3 file leads to sv_pure issues, you may need to use /devmap instead of /map in the in-game console to load a map and/or set sv_pure 0 on the command line. Haven't done something for q3a in quite a while though, not 100% sure on this.
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