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Texture Matrix Issue For Q1 Maps Using Shader or External Texture #163
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Heme, that little change might give you part of a fix that isn't why the textures/e1m1/sliptop0.tga does not load. jakub1 helped me for a fews days with a series of fixes back about (10 months ago )until it worked right, there was some rewiring that had to be done. It was about "medium size" modification, meaning some planning had to go into it and some planning had to go into the testing too. Even after all the rewiring, 2 lesser issues remain in Zircon engine:
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Yip, I've created a separate issue to track that. This issue (and my little test there) is specifically about the texture UV mapping. |
This water in Quake Combat+ is wrong:
In model_brush.c in Mod_Q1BSP_LoadTextures
This is not equivalent to at all to classic DarkPlaces and the result is that all replacement textures and shaders in Q1 bsp will have the wrong texture matrix because the external texture size is used.
It is actually worse than that, it doesn't honor map folder like "textures/e1m1/this_texture.tga" won't ever get used.
What I did in Zircon was to rewrite and rework the texture load using DarkPlaces Classic for the sequence of event while keeping the intentions of what DarkPlaces Beta was trying to improve.
This is what the water is supposed to look like.
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