 Textures |
Qrad3 and textures
Qrad3 uses the Quake2 textures to compute the color of light shining from
surfaces. Because of this, the original Qrad3 required the colormap.pcx and
all the textures to be extracted from the pak files. Qrad3 or the map file
also had to be somewhere within Quake2's baseq2 dir.
ArghRad adds the ability to read the colormap and textures directly from
inside the pak files. It will first check for unpacked files, and if not
found, will search inside all pak files from pak9.pak down to pak0.pak. It
also adds new command line options to specify where the baseq2 dir is, and
to specify an optional second dir to look for textures in. (note: you will
probably need a version of Qbsp3 that also supports -gamedir/-moddir for
these options to function 100% correctly, and a map editor that can also
read pak files in order to keep the textures packed).
-gamedir dirname
To keep your directories more organized, you may wish to compile maps in a
location other than baseq2. To do this you must use the command line option
-gamedir to point to the baseq2 directory. This tells ArghRad where to find
the Quake2 textures. The dirname MUST end with a \ symbol.
Example:
arghrad.exe -gamedir d:\games\quake2\baseq2\ mymap.bsp
-moddir dirname
If you wish to use textures located in a separate directory, you would use
the command line option -moddir. ArghRad will first check the mod directory
for the colormap and textures/paks, before looking in baseq2. The dirname
MUST end with a \ symbol.
Example:
arghrad.exe -moddir d:\games\quake2\ctf\ mymsp.bsp
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