Where are the texture files?


(pazur) #1

I think I asked this question some time ago but I can’t remember the answer :-/

I found this glass shader and I want to check the tga files… where can I find them? I checked the pk4 files already but there is no such folder like textures/glass in pak000.pk4:


material textures/glass/dirty_window
{
	noSelfShadow
	noshadows
	twosided
	translucent
	surfaceType "glass"
	forceoverlays
	sort decal

	{
		maskcolor
		map		makealpha(textures/glass/dirty_window_mask1.tga)
	}

	{
		blend		gl_dst_alpha, gl_one
		maskalpha
		program sfx/cubemap
		red		Parm0
		green   Parm1
		blue	Parm2
	}

	{
     	blend	filter
		map		textures/glass/dirty_window2.tga
	}
}

(pazur) #2

Hmm… I found the folder but they are in dds format and not in tga and the naming is strange.

pak002.pk4\generated\dds extures\glass\

Now I wonder how I can find out what 1283318636b37.dds is? I opened the file and it seems it’s material textures/glass/broken_glass_trim but is there a way of “decoding” this naming?


(Joe999) #3

i asked that last week, from irc:

[2010-01-30 12:09] <jRAD> the textures will be dds
[2010-01-30 12:10] <Joe999> thx. mechecks
[2010-01-30 12:11] <jRAD> unfortunately in order to make sure the paths aren’t too long we change the name of the textures to an MD5 hash of the filename
[2010-01-30 12:11] <Joe999> yeah, i see
[2010-01-30 12:11] <jRAD> so models/strogg/blah.tga turns into generated/dds/strogg/9834590345.dds


(pazur) #4

MD5 hash… ok so I guess I will need to guess what texture it is :slight_smile:


(hozz) #5

Shirosae (i think) once wrote a little tool to extract the textures. Maybe he can help.

There was a thread in the old forum about it :slight_smile:


(pazur) #6

Hmm… the old forum seems to be lost but if someone maybe still has the file or a link that would be fantastic!


(GUNSL1NG3R) #7

Open base pak001.pak4 with winrar > generated > dds > models > choose a folder -characters for example > strogg
highlight and extract all to a new folder (desktop 4 me)
rt click > open with irfanview

Rename each

you can then reference these images in blender and set up UV’s.

you can either put these textures in to the sdk as a new custom texture and create a material file or locate a model that uses the same textures and with notepad, just edit the “SHADER”… line to look the same.

In this vid I was using pakscape but winrar will do the same


(Scrupus) #8

I think the tool was made by AcidRain, can’t find the original post or page anymore but still got it installed in my SDK - it’s a bunch of cfg files so I’ll attach a zip of all of them to this post.

Unzip it in the base folder of your SDK dev path, like base/texturedump

Then launch SDK and exec texturedump/all - with some luck it should extract most of the textures (and a lot of other stuff).

hmm max attached zip size on this forum 97KB - I put it here instead:

http://etqw.nett.org/download/etqw/tools/texturedump.zip

Let us know if it still do the job :slight_smile:


(pazur) #9

Hmm… didn’t work for me. I entered “exec texturedump/all” in the console and then I got tons of strange error messages as a kind of infinite loop (see screenshot).


(Joe999) #10

was the same for me. you need to launch etqw from the sdk (press F2), drop down the console and excute the command there, not from the sdk’s console


(pazur) #11

got it. will try that…


(Joe999) #12

[QUOTE=GUNSL1NG3R;211543]In this vid I was using pakscape but winrar will do the same

that’s an awesome tutorial! thanks for that :slight_smile:

however, i tried to import an lwo file into blender and put the texture on it. i wasn’t able to do it. the uv unwrap never showed up in the uv editor. the import of the lwo file however was fine. same for the md5mesh which i tried. i imported a md5mesh file, but the unwrapped model never showed up in the uv editor. got any hints for me?

eg with the attached files (split it in 2 because of the 100k zip limit)

obviously i’m missing a step, but i don’t know which one

here’s what it looks like, the uv isn’t unwrapped and hence the texture isn’t shown on the model:


(GUNSL1NG3R) #13

Click A
Select all
do the same for each object. in your screeny nothing is selected.(yellow)

to clarify, from object mode select 1 mesh then switch to edit mode. select all verts in edit mode.
uv’s should then show in the right window.

you will need to follow these steps for each mesh that make up the model.
glad you liked the vid.

you will also need to “open an image” for each object.


(Joe999) #14

thanks! i figured i needed to switch to uv face select mode. however, all i get now is a triangle, not the unwrapped model (see screenshot). and if i unwrap manually (face -> unwrap uvs -> unwrap), then the unwrapped model doesn’t fit to the texture image.


(Joe999) #15

i also tried your edited suggestion. the uvs don’t show up. maybe the uvs get lost during lwo import? maybe i should try a different blender version.


(GUNSL1NG3R) #16

yeah, I just got the same result with blender 2.48
unwrapped, it looks just like your screeny but when I lift it up the texture looks all wacky on the laser.
that may not be the correct image …maybe??
I mostly played with .obj and md5’s.
these models seem to import all the clip brushes also. giving it a go with a dif script. where is the model located in the sdk?


(Joe999) #17

thanks for trying! i was on blender 2.45, now i tried 2.49b. the uv stuff is different there, ie same as in your video.

it’s in:

Enemy Territory - QUAKE Wars SDK 1.5\SDK 1.5\base\models\structures\strogg\mining_laser

the texture is:

.\generated\dds\models\structures\strogg\mining_laser\3559088066b52.dds


(GUNSL1NG3R) #18

structures ok ty

the uv’s do look like they are layed out nicely, just not sure the texture is correct.

I take that back, MOST of the UV’s, not all.


(Joe999) #19

i think it’s correct, because in metasequoia it looks fine:


(Joe999) #20

i think i know why the uvs don’t show up at all: after i import the lwo, i select the mesh, switch to edit mode and no uvs are shown. but when i select mesh -> new (uv texture) in the buttons menu, then it appears. although still only a triangle.