Comments (6)
Yeah unfortunately this isn't fixable without a secondary BSPX lump or something, and even then you'd still need modified engine support.
If you make an alternate BSP38-based format with longer filenames we can potentially add support for it.
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how r u gettint wads with textures above 31char
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i'm not using wads???? it's quake 2 based and I made engine modifications (.TGA textures only mostly) but the texture file name size limit is stlill arbitrary???
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agh i keep forgetting tho i think u can still use wads with q2
sorry about that
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It's limited to 31 chars in the Q2 .bsp format, it would require a new format to raise the limit.
There is a warning for this "WARNING: texture name '{}' exceeds maximum length {} and will be truncated\n"
but maybe it's not printing, I'll double check.
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The warning is working in alpha4, it prints near the end of the qbsp
output in the EmitFaces
section:
This is running on the q2_long_texture_name.map
testmap like this:
qbsp.exe -q2bsp -basedir .\q2_wal_metadata\ .\q2_long_texture_name.map
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Related Issues (20)
- -bouncedebug doesn't work. Result all black
- -tex_saturation_boost changes texture overall brightness.
- Textures issues with the new compiler HOT 11
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- 2.0.0-alpha8 fails to build with embree4
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