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[Engine Standard] External Texture names for MDL/SPR

 
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mh



Joined: 12 Jan 2008
Posts: 909

PostPosted: Sun Aug 15, 2010 4:47 pm    Post subject: [Engine Standard] External Texture names for MDL/SPR Reply with quote

Right now there are two competing methods for naming external textures used by MDL (and SPR) files. Some engines just tack the frame number onto the end of the base name (example: s_light0.tga) whereas others use the full name, including extension (example: s_light.mdl_0.tga).

All engines should use the second method, and all content creators should use the second method too. Why?

Pop quiz time. If you used the first method and you had an image called "s_light0.tga", which texture would it replace?

The screenshot below (from ID1's pak0.pak) should give a hint:


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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Sun Aug 15, 2010 5:55 pm    Post subject: Reply with quote

use a particle effect for the shambler's lightning, and problem solved.
Alternatively you can use different texture paths for content, like models/*.tga for models and sprites/*.spr, which results in it potentially working on dos ports, the platform quake was originally released for.

what's more annoying is the identical names for differing textures in maps.
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