Comments (15)
Btw there are many model formats supported now, e.g. FBX, q3.game for reference.
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Tools handle paths as shader names, not raw texture paths. Game engine does the same, you have no way to say it to use this format of clashed texture name and not that.
missing textures
png should be displayed, if it is enabled in config for your game, likely it's not.
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Tools handle paths as shader names, not raw texture paths. Game engine does the same, you have no way to say it to use this format of clashed texture name and not that.
missing textures
png should be displayed, if it is enabled in config for your game, likely it's not.
The missing textures are not missed in the game, they are missed in NRC, I can see them ingame as I have a map with those same models made with NR.
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This is long chain with many variables to use it for conclusion. Does NRC display any png for you? How does NR display these models?
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This is long chain with many variables to use it for conclusion. Does NRC display any png for you? How does NR display these models?
NR displays the PNG texture as is while NRC shows the "SHADER NOT FOUND" texture. Can you reproduce this issue?
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No, works as expected.
Faster way would be to examine concrete issue, e.g. if you would provide model, textures and game name.
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No, works as expected. Faster way would be to examine concrete issue, e.g. if you would provide model, textures and game name.
The game is Enemy Territory (Legacy), I'm pretty sure it happens with any model as I have had this issue with 3 models (all of them exported using Blender 3.6).
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png should be displayed, if it is enabled in config for your game, likely it's not.
Enemy Territory
it's not
from netradiant-custom.
png should be displayed, if it is enabled in config for your game, likely it's not.
Enemy Territory
it's not
Then why can I see the same models with the PNG textures applied in the game (at least when building through NR) ?
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Game is not related. We're speaking about problem in radiant and about its config for your game.
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Game is not related. We're speaking about problem in radiant and about its config for your game.
Oh sorry, I misunderstood then. Is the config you're talking about the one found in "gamepacks/et.game"? If so, is there a way I can let NRC to display PNGs for ET?
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gamepacks\games\et.game, add png to texturetypes
from netradiant-custom.
gamepacks\games\et.game, add png to texturetypes
Thanks, it worked! I'm not sure if it'd be good idea to commit the change as I'm not sure about the ET capabilities as opposed to ETL ones.
Btw there are many model formats supported now, e.g. FBX, q3.game for reference.
I know, I've seen the various model type extensions in the menu, as of now I was using md3 instead of obj cause of this issue but I've noticed md3 has a details limit.
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gamepacks\games\et.game, add png to texturetypes
Thanks, it worked! I'm not sure if it'd be good idea to commit the change as I'm not sure about the ET capabilities as opposed to ETL ones.
Btw there are many model formats supported now, e.g. FBX, q3.game for reference.
I know, I've seen the various model type extensions in the menu, as of now I was using md3 instead of obj cause of this issue but I've noticed md3 has a details limit.
ETe and ETLegacy both support png so I don't see any reason why not support png in the et config. Vanilla q3a doesn't support png either but nobody uses it anymore.
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Ok, let's add it.
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