spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Aug 25, 2008 10:34:32 GMT -5
Hi, I've converted some tga textures to wal with Wally 1.53b using the batch converter ( File -> Batch Conversion). It seemed to have worked at first glance, but some issues have shown up by now. While the wal files are there and I can open them with Wally (see pic), a few of them are marked with "shader not found" in GtkRadiant 1.5 (see this image). What's even worse is that most of them are not found by Quake 2 (see this in-game screenshotI'm getting tons of error messages in the quake 2 console when I load the map, they can be seen here. (I'll write one of the lines down so ppl can find this via search engines and the forum search and to keep this thread useful once the images are gone.) GL_FindImage: can't load textures/spirit2dm2clockwork/1r_plain_metXXXX.wal Note the 4 green arrows in the filenames (denoted by "X"s in the line above) on the screenshot. I don't know where they come from (the filenames look good in the windows explorer and when I open the map file in a text editor, they also look good in there), but they may be the reason that the textures can't be loaded. Does anybody have an idea what went wrong? Does it have to do with the conversion process (did Wally brake something?) or with filenames? Or something different?
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Aug 25, 2008 11:44:15 GMT -5
As best as I can tell, it looks like some naming-convention issue. I'm not much of a Radiant user though.
That said, I have the Clockwork Droid set (133 in all) converted and individually touched-up/curved out to work well with Q2's color pallet. Its .rar'd and ready to send along if you like. I'll post a pic of an in-game shot in a bit, I have to throw something together with them.
And if any wondered, I did get permission ages ago to make the changes, the email is long gone but...
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Aug 25, 2008 12:21:27 GMT -5
Thanks for the offer, m. I'd like an email with the textures. I send you a PM with my email address.
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Aug 25, 2008 12:39:51 GMT -5
Got it, they're on the way...slowly (my connection is ouching atm. Included in the archive are dark-ish and lighter versions of pretty much the same files, pictured below are the dark-ish ones.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Aug 25, 2008 13:41:57 GMT -5
Got the textures by mail and they work fine. I need to scale them up by 100% for some reason in GtkRadiant, but that's a minor issue.
EDIT: What software did you use to convert them, m? I'm still missing a few light textures from the hh3lights pack and I'd like to convert them, too.
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Aug 25, 2008 16:32:18 GMT -5
Got the textures by mail and they work fine. I need to scale them up by 100% for some reason in GtkRadiant, but that's a minor issue. EDIT: What software did you use to convert them, m? I'm still missing a few light textures from the hh3lights pack and I'd like to convert them, too. Very good. I have no clue about why the scaling is an issue aside from many of them having vectors or 80 or 256 units. Once they're smallerized (tm) they lose too much detail so I kept 'em big. I use Paint Shop Pro or Photoshop to touch 'em up and curve 'em out first in their original formats. I trial and error to see what combinations work and convert over best (I use Wally for that), thus the lighter and darker attempts for each. And it seems to me that the antique version of Wally that I have, 1.43 converts them more accurately than newer versions...that may be my 'off' perceptions but ya' know... I have time this week, so fire them back my way and I'd be happy to do what I can for you. Its been fun sitting on my duff in front of the editors again though some of tomorrow will find the framing hammer back in hand and ladders underfoot. My efforts for the contest are all but complete aside from minor tweeks.
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X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
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Post by X7[Q2C] on Aug 25, 2008 16:35:51 GMT -5
I think the problem is that the texture link name is too long for Quake 2.
I have 2 of the 133 textures and there in this folder.
textures/clock/1r_cog02musgo.wal textures/clock/1r_squ_pan01.wal
Where can we download these textures?
X7
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Aug 25, 2008 20:51:33 GMT -5
I think the problem is that the texture link name is too long for Quake 2. I have 2 of the 133 textures and there in this folder. textures/clock/1r_cog02musgo.wal textures/clock/1r_squ_pan01.wal Where can we download these textures? X7 I'll send them along to you as well. I don't have web space right now thus no place to store them for you...and no Maric's webby either. [/whine]
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Aug 26, 2008 7:08:12 GMT -5
I have time this week, so fire them back my way and I'd be happy to do what I can for you. Its been fun sitting on my duff in front of the editors again though some of tomorrow will find the framing hammer back in hand and ladders underfoot. Thanks a lot. It's just 3 or 4 lights we're talking about. I'll give it a try myself in Wally and send them to you. EDIT: Did it myself, worked. I used wally, see below. My efforts for the contest are all but complete aside from minor tweeks. Looking forward to see what you've come up with, m! Where can we download these textures? I'll mirror them at airrocket.net and link them here in like 15 mins if that's ok with m. EDIT: Here you go: > download 1droid.zip < (~2MB, direct link) EDIT2: It seems that wally fails to convert 32bit tga files in batch mode. It also complains when you open them one by one, but you can convert them by using File -> export nevertheless. Just ignore its whining.
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X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
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Post by X7[Q2C] on Aug 26, 2008 9:12:05 GMT -5
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