Posted: 23rd Jun 2007 2:42
Ok My friend...I took notice of all...I will have a look tomorow as my wife is gonna kill me tonight ha ha .


cheers.
Posted: 23rd Jun 2007 2:52
right, and we don't want that, do we?

Cheers.
Posted: 24th Jun 2007 1:05
Hallo again jinzai....now i,m nearly to hang myself..ha ha...

i don`t know what am i doing wrong !! if i load the bsp like

LOAD BSP " ","MY_BSP.BSP" i can get as i show in the image
Posted: 24th Jun 2007 1:11
if i try to load bsp as you say


LOAD BSP "PAK03.PK3","MY_BSP.BSP"


in that case i get such image....
Posted: 24th Jun 2007 3:11
I'd say that either some of the textures are missing, or you are looking at back faces, not front faces. The textures that are missing are ones that you did not add to the standard ones. If it is backfaces, it is a simple matter to determine that. Just texture the backfaces with an absurd color, like pink. They will stand out quite obviously if they are the back face then. Quark, and some other mapping programs do this. Then, it means that your triangles are 'wound' backwards. Front faces usually wind clockwise, backfaces, counterclockwise. (iirc) I have not had that problem in Quark, but I have had it with some converters (arrggh!) and in x-format in general. I wrote some DirectX 7 code to load and display a Quake III map, and I had that issue; it was my code's error. Whenever I import an x model into 3DCanvas, there are some holes, and it is the back face showing. If, for example you see that in Quark, then you can edit that triangle directly. I have accidentally done this in Quark before. It happens when you are editing groups, and you somehow edit the back face. The texture gets applied to the back face, and the front face is blank! So, that is another way you can get what you are seeing.

There are two ways to fix the texture problem. Either copy the textures into the pk3, in the directory textures. Or, add them into the default library in Quark, or whatever map program you use. I think a third option might be to put them in the same directory as the bsp file.

What may work better is to create an empty pk3 with the directory structure you are using already already in the pk3. Then you would add maps and textures, and it should work fine automatically.

I will spend a little time this evening attempting to create something of a framework for setting this up. It is the asset pipeline, very crucial to the game. It is vital to start with that working properly because the assets will be difficult to insert if this is not established early, and naturally the entire process becomes more frustrating in general.

Sorry to go on, but I think that is what is going on with your bsp. I think one of the things I went on about it the problem. I can almost see it! It looks like the textures from Quake II, like the very first level.
Posted: 24th Jun 2007 3:31
Actually, I can do better than that. In the first case, the textures all need to be copied into the same directory as the bsp. I think that it may work if the textures are just in the same folder, but still, that would be a mess quickly.

The second is a combination of missing textures, and back faces. I am not quite sure about this second theory, but in the first example, there are no textures present at all. I can't tell back face from front face. I do know that if you were able to duplicate the necessary directory structure, you would find that the first one works fine, and does not require the pk3. (It still requires the proper directory structure, however.)

If you upload just the bsp, I will respond with the proper pk3 file for it (less your assets and the Quake II ones, that is.) and also the proper structure in the event that you do not want to use pk3. Fair enough?
Posted: 24th Jun 2007 3:39
hallo jinzai....well i`v got both Quake(old one) Quake2 and Quake3
and it happens the same to me , not only with my levels but with the bsp that comes in a pak0.pk3. I know that collision are perfect and every thing into level goes right but just this textures looks bad...and they must be the proper texture of the pk3...i,m missig thanks any way for all your help...if you can find out what is happenig would be great....

until now...i can manage quite good with collision by INTERSEC OBJECT, something like sparky´s dll but BSP lighting are the best even i,v got gile(s) program, and it is no the same...

greetings
Posted: 24th Jun 2007 4:55
In the case of pk3, I unzipped the file pak0.pk3 into a directory named pk3. When I use a new texture in the map I add that texture to the textures directory. At the root, look in the image below. The bsp goes in the directory, maps. The bsp that Quark makes assumes this is the case, and DBPro also makes this assumption. The next image is what I first did using Quark and DBPro in this manner. Each time you make a new map, or change it, make a new pk3 by copying the changes into pk3, and making a new pk3 file with WinZip, or another zip utility.

So, you can either do something like the first image, or you can copy all of the textures into the same directory as the bsp so that DBPro will find them when not using a pk3 file. Then, your issue of finding textures will be solved, and it will be on to the next headache.



Make sure to copy them into textures, that may not be clear from the image. Sorry.
Posted: 26th Jun 2007 0:22
Thanks a lot jinzai for your information...I will make some test with all you taught me...

Greetings