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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