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Q3 map format! Texture Coords! Need Help!

Started by November 28, 2000 02:27 PM
0 comments, last by InsanE 23 years, 11 months ago
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!!!
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.


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