#1 posted by ijed
on 2009/04/07 06:05:10
It's most likely you missed a folder setup or something. I don't use Radiant so can't help, sorry.
Remember the most common errors occur somewhere between the chair and keyboard.
The memory thing is odd though, are your drivers OK?
#2 posted by JPL
on 2009/04/07 08:33:26
... this question should have been posted in the Mapping help thread ;)
#3 posted by Cory on 2009/04/07 18:24:03
I meant to post this there but it slipped my mind. No I just got more memory... 2.5 gigs.... I meet or exceed all minimum requirements. I checked.
#4 posted by negke
on 2009/04/07 18:28:35
Could be that the configuration file is saved somewhere else, e.g. in user\application data\.., so it still uses the faulty settings even after reinstalling.
Radiant, at least 1.5, needs the texture wads to be in id1\ and disregards the path specified in the .map file for some retarded reason.
#5 posted by Cory on 2009/04/07 20:14:09
Ok I'll go look for something like that.
#6 posted by Cory on 2009/04/11 02:19:50
I've found the local preferences file... but I have no idea what part of the text that I'm looking for...?
#7 posted by anonymous user on 2009/04/11 02:21:47
delete said file and reinstall?
#8 posted by ijed
on 2009/04/12 23:17:31
Probably won�t help. Rename the file and restart the editor - most likely it�ll recreate the config file on its own (if it doesn�t then shut down and name the file back to what it was). Then reconfigure the texture paths to their correct settings.
I suspect that won�t help though, since you�re missing a file path - you need to check that the editor is pointed towards the correct folder, as stated by negke above.
Thanks A Million!
#9 posted by Cory on 2009/04/13 18:15:36
it worked great.
Unreal/Q3 Textures For Quake
#10 posted by Ron
on 2009/04/18 12:53:18
I don't know where to post this but since this is about textures, this might be the place.
My question is, what do I have to do to get rid of those lit up pixels that show up when I use some non-Quake 1 textures in my Quake 1 map ?
TexMex Can Do That
#11 posted by negke
on 2009/04/18 13:46:33
There's an "remove fullbrights" option somewhere. If it doesn't catch all of them, you'll have to edit texture manually, though.
#12 posted by Ron on 2009/04/18 21:44:37
#13 posted by metlslime
on 2009/04/18 22:46:34
uncheck the "use fullbrights" option in preferences. This only will affect newly imported/pasted images, so you might have to copy and paste each texture on top of itself to have it take effect.
#14 posted by Ron on 2009/04/19 09:08:22
Thanks a lot ! It's looking great now !
I had been trying out some things with Wally but that didn't work. TexMex looks like the tool I'll be using from now on. It's also great for resizing so you don't have to put your imported textures to .5 .5 all the time in Worldcraft.
So I'm happy, until the next problem rears it's ugly head !;)