Textures and new maps
Moderators: Moderators, Mappers
Textures and new maps
Some minutes ago I extracted wfall2, bloodspa, fever, lostcoastfinal and mirror. The last maps I've downloaded.
Then I joined a server and the textures in urban3 were replaced. I can't be arsed to search every zip and see which one is the mapper so ----- to replace original textures. And I hope it's only urban3 the screwed up map. I don't like 32bit textures, get your own texture folder.
C.
EDIT: Re-extracted urban3 to my folder and the textures are the "new" ones. Fuck you whoever you are.
Then I joined a server and the textures in urban3 were replaced. I can't be arsed to search every zip and see which one is the mapper so ----- to replace original textures. And I hope it's only urban3 the screwed up map. I don't like 32bit textures, get your own texture folder.
C.
EDIT: Re-extracted urban3 to my folder and the textures are the "new" ones. Fuck you whoever you are.
Ne quid nimis.
Well, after a chat with NemesiS he gave me some intructions and erased all the tga's in the urban folder, fixed the problem in cloud and urban3 (haven't checked all the maps, of course). It was fever.
The files were (in textures/urban):
sidewlk1.tga
snb_wall1.tga
vindu1bsw.tga
asphalt.tga
brick1_1.tga
gbbricks.tga,
grnd1.tga
If I find some other tga's I will post them here.
(and no, a gl_replacewal 0 won't work. It will remove all the new textures from new maps).
C.
The files were (in textures/urban):
sidewlk1.tga
snb_wall1.tga
vindu1bsw.tga
asphalt.tga
brick1_1.tga
gbbricks.tga,
grnd1.tga
If I find some other tga's I will post them here.
(and no, a gl_replacewal 0 won't work. It will remove all the new textures from new maps).
C.
Ne quid nimis.
textures\e1u1\rocks19_1Commu wrote:I had same problem, where can I found that rock texture from cliff2... mine looks like a fucking cheese
· clan Survival · #clansurvival @ IRCNet/QuakeNet, /msg Neme^ · www.lahtela.com/survival · AQ2Suomi admin, AQ2World moderator and a member of AQ2Admins
Re: Textures and new maps
but i dont want 10 different types of texture of one texture in different folders.Caracol wrote:I don't like 32bit textures, get your own texture folder.
i rather just choose not to replace the allready existing texture while unpacking the map into my action folder.
bail{UNi}
Ok bail, what would you do then? Notify that the zip file will fuck up your old textures and reducing the quantity of viewers of your map?
Or don't put them at all and expect that the viewers will have the same textures you have viewing the map "as you made it"?
Same goes for the no-replace option.
Or you use the normal textures or you make your own folder with .tga textures.
C.
Or don't put them at all and expect that the viewers will have the same textures you have viewing the map "as you made it"?
Same goes for the no-replace option.
Or you use the normal textures or you make your own folder with .tga textures.
C.
Ne quid nimis.
Of course gl_replacewal 0 will work if you're removing tga's to make it work, and also, of course you're using 32-bit textures atm if you're removing tga's to make it work...Caracol wrote:Well, after a chat with NemesiS he gave me some intructions and erased all the tga's in the urban folder, fixed the problem in cloud and urban3 (haven't checked all the maps, of course). It was fever.
The files were (in textures/urban):
sidewlk1.tga
snb_wall1.tga
vindu1bsw.tga
asphalt.tga
brick1_1.tga
gbbricks.tga,
grnd1.tga
If I find some other tga's I will post them here.
(and no, a gl_replacewal 0 won't work. It will remove all the new textures from new maps).
C.
(you do know that you need to vid_restart after gl_replacewal 0 right?)
I haven't ever seen a mapper replacing existing 8-bit textures with own ones to this date, but with 32-bit textures it's a whole other story. I doubt that there are two players that have the exact same set of 32-bit textures, and at least if the mapper in question uses BSPPack to package his/her map BSPPack will add ALL textures, both 8-bit and 32-bit to the archive automatically.
Yet another reason not to use 32-bit textures eeh? I still use only 8-bit textures, and I have never had this problem