seconded, can we at least have a guess or a statement as to how far along things are? i’m trying to set up some stuff for a later summer vacation, but i want to crank out a map first if its going to be out this summer, so if its going to be months, i’ll go on vacation now and work on that when i get back, if not, i’ll stick around and vacation later…please!!!
then I would have to unpack the ET textures, right?
And load them into radiant.
But then, when the new version of radiant is out the path of the textures would be different when I load the map?
right now, I’m jsut extracting the textures I need at the moment. I’m only working with terrain, so the textures are minimal.
But, what I did was make a textures folder in my RTCW directory. Then whatever folder the textures were in, I made a folder named that. So, for example, if, in the pk3 the textures were in a folder named “egypt,” I’d make a folder in my textures directory named “egypt.” Then I extracted the textures I needed into the “egypt folder.” In radiant, “egypt” will now be one of the selectable texture sets.
When I start mapping for ET, I won’t have to retexture anything since the textures will be set up with identical paths.
Keep in mind, you could just make a copy of the pak0.pk3 (and rename it or it will overwrite the Wolf pak0.pk3) and drop it in your wolf “main” folder and work with Radiant from there too… I’m jsut short on drive space
Wolf might also get confused, unless you make sure it comes after the official .pk3s in the search order. The search order is reverse alphabetical AFAIK.
If you wan’t to get serious about texturing, you probably also want to make the shader files available as well.
Perhaps the best way would be to set up all the ET stuff as a ‘mod’ as far as gtkradiant is concerned. Put all the ET stuff under it’s own folder at the same level as main, and use select ‘custom rtcw modification’ in the project settings. Set fs_game appropriatly. You may also have to copy over a few editor related things from the main rtcw directory.