obsidian wrote:Give GtkRadiant a try. 1.4.0 and 1.5.0 are the most popular (I'm still partial to 1.4.0). I don't think anyone actually uses the old QeRadiant editors and most of us won't be able to help you with that since we would have long forgotten about their specific eccentricities (did I mention that we're senile?). GtkRadiant should work more or less the same way, but is more stable and a few extra tools are tossed in.
Most of the time, when working with custom textures and other assets, I just leave them in a directory (baseq3/textures/mytextures/) and only pop them into a PK3 when I'm done with everything and am ready to send it to other people to play. Much easier. Just note that when running your map in game this way, you need to type, "sv_pure 0" in the console or add "seta sv_pure 0" to your q3config.cfg or autoexec.cfg file.
If you're not seeing your textures, make sure your baseq3/scripts/shaderlist.txt is updated with the texture directory. The editor otherwise doesn't automatically know that the texture directory exists.
Sure I shall give it a try but then the system will be more complex tough. If you recommend me using that program do you have some tutorials I can use or is my main knowledge off qradiant enough for this? I'll try to combine the 2 programs now they are both radiants. And stop saying that you are senile, you guys are the only that react to this thread on any site. You guys are far away from senile (ive tried like 6 to be sure)
pjw wrote:
Do you mean Q3Radiant 1.99?
I've read this a few times, and I actually have no idea what you're talking about. How are you "inserting textures"? Are you just trying to open a file and make changes to it? What file, specifically, are you "inserting textures" into, and what are you opening that file with?
"baseq3" is not a map, it's a folder/directory with a bunch of files in it.
.jpg and .pk3 are very different things--.jpg is a texture format, and a .pk3 file is a file archive that can have a bunch of different stuff in it (like maps, textures, text files, models, and so on).
There's no way to put textures into a map unless you have it loaded into the editor already, so I'm not sure how you're "inserting textures", but then you can't load it in the editor after (?) you do that...
I think we're hitting some language confusion here.
Yes its Radiant 1.99 and yes im not perfectly English you know. I'm Belgian and actually I speak dutch. I try to explain myself with my best English srry

and yes I know the difference between jpg pk3 and all those others

gues I shall try the gtkradiant 1.5 then.
EDIT: This boxing in this prog is less handy then in qradiant 1.99 at first sight and I don't even know how to insert textures
Who is senile now ey
FIRST ERROR IN gtkradiant 1.5:
Unable to find default tag file C:/Program Files/GtkRadiant 1.5.0/q3.game/shadertags.xml. No tag support.
Texture load failed: "textures/"
EDIT2: Problem solved. O MY FREAKING GOD!!!

This actually works!!!

So the solution actually was using a better mapping prog. So gtkradiant 1.5 really rocks and the principle still stays the same! Really guys I owe you my life thanks a thousand times!
Forget all the questions I have asked in this post I was to fast and actually solved it myself.
EDIT3: NOW THE FIRST PROBLEM IS SOLVED, NOW ANOTHER ONE COMES IN!! When I put my pk3 file with my custum textures into the right folder and i load my gtkradiant the textures show up (what i could not do in the qradiant). When i make a map and select the walls and add the textures then this error shows up in the dos screen when i compile the map with the first option.
Warning: Couldn't find image for shader textures/dxmetal(folder of metal textures)/coretexmetal.utx-metal
This mapping thingy is driving me insane
Ow well easy comes, easy goes ... pls help me

before i lose my mind