'unable to find texture' error on non-wad map compile
Im using trenchbroom and EricW tools(tried both alpha-9 and 0.18.1) to make maps for my game which is not quake. because of this, i used '-notex' to only generate names of the textures to be then replaced with textures when maps is generated from .bsp file. However in the console it shows this no matter if i use '-notex' or not:
(obviously, the textures are present and trenchbroom shows them fine as well as .map file)
test_03.zip << .bsp file
In the reader script it returns -1 from each of the texture bits offsets, so i cant extract any information like name or resolution of the texture.
I was able to follow the error to this line of code in the qbsp.cc script:
however i couldn't get any more information in that regard. Can anyone please help? perhaps i dont use flags that i should?
my trenchbroom pipeline:
This has come up before but I don't recall why it doesn't write entries for missing textures. For what it's worth, Quake II BSP is a much better target for non-Quake games (no hull limitations, content/surface flags on brushes/faces, etc). Quake's BSP format is very limited comparatively, and external textures would make your process easier.
This has come up before but I don't recall why it doesn't write entries for missing textures. For what it's worth, Quake II BSP is a much better target for non-Quake games (no hull limitations, content/surface flags on brushes/faces, etc). Quake's BSP format is very limited comparatively, and external textures would make your process easier.
Thanks for your answer. Where can i get quake 2 bsp compiler? and also, is it compatible with EricW's light.exe or perhaps has an alternative to it?
ericw-tools supports many BSP formats, including q2bsp. Passing -q2bsp in the alpha versions will output a Q2 BSP. Vis and light will work with them too.
For the original issue, -notex still requires that qbsp can find the texture files (I forget why?).
two options are:
- see if you can get qbsp to find the texture files, see: https://ericw-tools.readthedocs.io/en/latest/qbsp.html#game-path-specification
- we have a
-missing_textures_as_zero_sizeflag (https://ericw-tools.readthedocs.io/en/latest/qbsp.html#cmdoption-qbsp-missing_textures_as_zero_size) that should produce usable bsp's even if qbsp can't find the textures. It'll record the size as 0x0 but include the filename, I think.
For the original issue,
-notexstill requires that qbsp can find the texture files (I forget why?).two options are:
see if you can get qbsp to find the texture files, see: https://ericw-tools.readthedocs.io/en/latest/qbsp.html#game-path-specification
will do! P.S. It didnt do much, as well as threw an error:
i guess it still tries to find Quake folder, bummer.
we have a
-missing_textures_as_zero_sizeflag (https://ericw-tools.readthedocs.io/en/latest/qbsp.html#cmdoption-qbsp-missing_textures_as_zero_size) that should produce usable bsp's even if qbsp can't find the textures. It'll record the size as 0x0 but include the filename, I think.
I tried that, but it doesnt do anything IIRC. In the code screenshot of qbsp.cc i posted originally it can be seen that the flag for -missing_textures_as_zero_size check is operated much much later.
ericw-tools supports many BSP formats, including q2bsp. Passing
-q2bspin the alpha versions will output a Q2 BSP. Vis and light will work with them too.
Thanks, i think it worked! q2bsp support for my game is experimental but i can already see that it reads the texture. weird, why it works with q2bsp but not with just qbsp? is there anything q2bsp does that qbsp doesnt?