Post by cheekypuss on Jul 25, 2024 7:45:33 GMT -5
Trying to improve minimum brightness of four maps (pm1, pm2, pm3, and pm4) by using Arghrad. Maps available from here .
For the first three maps (pm1, pm2, and pm3), I get error that Arghrad couldn't load textures.
Text of ''missing(?)" textures when trying to process map pm1 for example brings up this -
For maps pm2 and pm3, they also produce couldn't load textures error but usually with different textures.
Map pm4 processes fine without error.
I've had a look within the texture subdirectory of Quake2 (E:\Games\Quake2\baseq2\textures\) and within the subfolders e1u1, e2u2 etc. As far as I can see, all of the couldn't load textures seem to be present within the respect subfolders!?
According to the text files accompanying these four maps, there is no mention of new or additional textures for these maps. And no textures were included with these four maps.
So why is the "couldn't load textures" errors occurring for the three maps pm1, pm2, and pm3?
EDIT: Another mystery (sort of) solved!
On further investigation of the issue of apparent missing textures, I decompiled map pm1.bsp to pm1.map. Then used MapSpy to check pm1.map for any issues. MapSpy also reported missing textures as per Arghrad report.
Then it finally occurred to me that the missing textures were all named with 8 character limitation of name length like file names under DOS.
Texture file names under my installation of Quake2 were not limited to 8 characters (excluding file extensions). Then I realized all I had to do was to copy the associated full name length texture from my installation of Quake2 textures and rename it to 8 character limited DOS style.
For example, the texture named "bluekeypad.wal" was copied within Quake2 texture directory and was then renamed to "blueke~1.wal". Similar process was used for all other missing textures from maps pm1, pm2, and pm3. The renamed textures were all saved, and now Arghrad processes all these maps without any missing texture error messages!
But what is not clear, is why were the required textures for maps pm1, pm2, and pm3 limited to only 8 characters (excluding file extensions)? I haven't had any similar issues with all the other maps I've processed/run so far.
Maybe there is/was an 8 character limit to file names using a certain map editor? Maybe a name limiting setting within the map editor? I don't know.
For the first three maps (pm1, pm2, and pm3), I get error that Arghrad couldn't load textures.
Text of ''missing(?)" textures when trying to process map pm1 for example brings up this -
Couldn't load textures/E1U1/BLUEKE~1.wal
Couldn't load textures/e2u3/METAL1~1.wal
Couldn't load textures/e1u1/GGRATE~1.wal
Couldn't load textures/e2u2/BMETAL~2.wal
Couldn't load textures/e1u1/WSUPPR~1.wal
Couldn't load textures/e1u1/BLUEKE~1.wal
Couldn't load textures/e3u1/CITLIT~1.wal
Couldn't load textures/e3u1/GEOLIT~1.wal
Couldn't load textures/e2u3/BASELT~2.wal
Couldn't load textures/e3u1/GEOWAL~3.wal
Couldn't load textures/e1u1/SUPPOR~1.wal
Couldn't load textures/e2u3/YELLOW~1.wal
Couldn't load textures/e2u3/SUPPOR~1.wal
Couldn't load textures/e3u3/BTDOOR~1.wal
For maps pm2 and pm3, they also produce couldn't load textures error but usually with different textures.
Map pm4 processes fine without error.
I've had a look within the texture subdirectory of Quake2 (E:\Games\Quake2\baseq2\textures\) and within the subfolders e1u1, e2u2 etc. As far as I can see, all of the couldn't load textures seem to be present within the respect subfolders!?
According to the text files accompanying these four maps, there is no mention of new or additional textures for these maps. And no textures were included with these four maps.
So why is the "couldn't load textures" errors occurring for the three maps pm1, pm2, and pm3?
EDIT: Another mystery (sort of) solved!
On further investigation of the issue of apparent missing textures, I decompiled map pm1.bsp to pm1.map. Then used MapSpy to check pm1.map for any issues. MapSpy also reported missing textures as per Arghrad report.
Then it finally occurred to me that the missing textures were all named with 8 character limitation of name length like file names under DOS.
Texture file names under my installation of Quake2 were not limited to 8 characters (excluding file extensions). Then I realized all I had to do was to copy the associated full name length texture from my installation of Quake2 textures and rename it to 8 character limited DOS style.
For example, the texture named "bluekeypad.wal" was copied within Quake2 texture directory and was then renamed to "blueke~1.wal". Similar process was used for all other missing textures from maps pm1, pm2, and pm3. The renamed textures were all saved, and now Arghrad processes all these maps without any missing texture error messages!
But what is not clear, is why were the required textures for maps pm1, pm2, and pm3 limited to only 8 characters (excluding file extensions)? I haven't had any similar issues with all the other maps I've processed/run so far.
Maybe there is/was an 8 character limit to file names using a certain map editor? Maybe a name limiting setting within the map editor? I don't know.