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Qrad3 uses the game textures to compute the color of light shining from surfaces. Because of this, the original Qrad3 required the colormap.pcx and all the textures to be extracted from the pak files. The map file also had to be compiled somewhere within Quake2's baseq2 dir.
ArghRad adds the ability to read a colormap and textures directly from inside the pak files. It will first check for unpacked files, and if not found, will search inside all pak files from pak9.pak down to pak0.pak. It also adds new command line options to specify where the base dir is, and to specify an optional second dir to look for textures in. (note: you will probably need a version of Qbsp3 that also supports -gamedir/-moddir for these options to function 100% correctly, and a map editor that can also read pak files in order to keep the textures packed).
If you don't wish to compile your maps inside the game's base dir, you must use the command line option -gamedir. This tells ArghRad where the base directory is so that it can find the textures, and the colormap.pcx.
Example:
arghrad.exe -gamedir d:\games\quake2\baseq2\ mymap.bsp
If you wish to use textures located in a separate directory, you would use the command line option -moddir. ArghRad will first check the mod directory for the colormap and textures/paks, before looking in the base dir.
Example:
arghrad.exe -moddir d:\games\quake2\ctf\ mymsp.bsp