TheOverfloater / pathos-public

Public release of Pathos Engine
MIT License
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Why does SV_linkmaptexturesandmaterials give failed to find material file for world texture even if its there? #40

Closed valina354 closed 4 months ago

valina354 commented 4 months ago

i got this image but it still gives image contents of pmf is image am i doing something wrong?

valina354 commented 4 months ago

hmm, i decided to add debugging code and it seems it doesnt search in the bricks directory? image

valina354 commented 4 months ago

ooh wait its searching based on wad name i think

valina354 commented 4 months ago

i was able to get it working but it resulted in this unorganized mess 💀 image

TheOverfloater commented 4 months ago

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.

valina354 commented 4 months ago

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

TheOverfloater commented 4 months ago

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.