Closed valina354 closed 4 months ago
hmm, i decided to add debugging code and it seems it doesnt search in the bricks directory?
ooh wait its searching based on wad name i think
i was able to get it working but it resulted in this unorganized mess 💀
Unfortunately without a custom level editor, it is not possible to cut ties with .WAD files, and this is the reason why you need to place your textures under "textures/world/wadname" for the texture lookup to work. Because of this a better level of organization is just not possible right now.
Unfortunately without a custom level editor, it is not possible to cut ties with .WAD files, and this is the reason why you need to place your textures under "textures/world/wadname" for the texture lookup to work. Because of this a better level of organization is just not possible right now.
i am making my own level editor based on hammertime so i think that would be possible at least on my branch its just that i dont know how i would make the compilers still calculate radiosity as they currenlty rely on WAD for lightmapres, and radiosity calc and probably more from what i know
It would need an enormous, massive rewrite of the VHLT tools to support both WAD and DDS/TGA textures, and to support storing paths to the individual textures.
i got this but it still gives contents of pmf is am i doing something wrong?