Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

InsanE

Q3 map format! Texture Coords! Need Help!

This topic is 6508 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Sorry for tripple posting but I need really help! Well, I hope somebody can help me. In the Q3 map format (not BSP)there are no real texture coordinates. I can just find the strech scale and rotation of the texture. I have looked on the specs I found on the web but had no luck. I have no damn clue how to get the texture coords (s,t) out of that map. Somehow the bspcompiler has to calculate that coords. Does anybody know how I can calculate that coords? Thanks for any help!!!

Share this post


Link to post
Share on other sites
Advertisement
The texturecoords are calculated in the engine, using the shaderscripts. Faces have one or more shaders applied to them and these shaderscripts contain info what to do with the textures (like how to calculate the textures, which textures to apply to the face etc.)

I suggest you should have a look at the aftershock code: www.planetquake.com/aftershock

In there is the complete code for rendering a q3a bsp, using the shaderscripts.

Hope this helps.


--

Get productive, Get DemoGL: http://www.demogl.com

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!