Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

PNG support doesn't work on my Ubuntu 12.04 32-bit system #42

Closed
chrismile opened this issue May 2, 2012 · 8 comments
Closed

PNG support doesn't work on my Ubuntu 12.04 32-bit system #42

chrismile opened this issue May 2, 2012 · 8 comments
Assignees

Comments

@chrismile
Copy link

Hello,
I want to design a Quake 3 Level (I want to use it with the BSP manager plugin of the rendering engine Ogre3D) with GtkRadiant 1.6 on my Ubuntu 12.04 system (32-bit). But when I add my own textures in the PNG format, they aren't loaded. But actually the module "imagepng.so" seems to have been built.
Does someone know why pictures in the PNG format aren't loaded?
Could the problem be that Ubuntu 12.04 does only include libpng 1.2 (http://icculus.org/pipermail/gtkradiant/2012-March/011728.html)?

@TTimo
Copy link
Owner

TTimo commented May 2, 2012

the idtech3 engine doesn't support png. I know you want to use your level in another engine that does, but you are using radiant in the quake3 configuration, hence no png.

you can make a custom game config derived from quake3 and add png to it though. should be just a matter of editing the synapse configs. we suspect the png module is broken though (see known issues) so I guess you could help us test and fix that while you're there :)

On May 2, 2012, at 11:46, chrismilereply@reply.github.com wrote:

Hello,
I want to design a Quake 3 Level (I want to use it with the BSP manager plugin of the rendering engine Ogre3D) with GtkRadiant 1.6 on my Ubuntu 12.04 system (32-bit). But when I add my own textures in the PNG format, they aren't loaded. But actually the module "imagepng.so" seems to have been built.
Does someone know why pictures in the PNG format aren't loaded?
Could the problem be that Ubuntu 12.04 does only include libpng 1.2 (http://icculus.org/pipermail/gtkradiant/2012-March/011728.html)?


Reply to this email directly or view it on GitHub:
#42

@chrismile
Copy link
Author

Thanks a lot for your answer! OK, I've added "png" to synapse.config. Now png images seem to be loaded correctly, but I don't have enough time now to test whether it compiles or not so I will test it this afternoon (here in Europe it's about 7 AM).

@TTimo
Copy link
Owner

TTimo commented May 3, 2012

q3map2 may ignore the pngs (that matter at the light stage I believe), but it should still compile the maps. let us know :)

@chrismile
Copy link
Author

Now I had time to test the compile process.
At first I tested a level with only .tga textures ---> it compiled.
Then I added a .png texture to an object ---> it didn't compile (command: Bsp -> Q3Map2: (test) BSP -meta, -vis -fast, -light -fast -super 2 -filter)
Here is the output in the textfield at the bottom of the window:

"Setting up
Listening...
=== running BSP command ===
"/home/christoph/ZeroRadiant/q3map2" -v -connect 127.0.0.1:39000 -game quake3 -fs_basepath "/home/christoph/ZeroRadiant/installs/Q3Pack_Ogre3D/install/" -meta "/home/christoph/BSP_Projectes/Test1/Test2.map"
Connected.
threads: 4
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17
GtkRadiant - v1.6.2 Apr 29 2012 10:00:43
Last one turns the lights off
--- InitPaths ---
VFS Init: /home/christoph/.q3a/baseq3/
VFS Init: /home/christoph/ZeroRadiant/installs/Q3Pack_Ogre3D/install//baseq3/

--- BSP ---
Creating meta surfaces from brush faces
0 shaderInfo
--- LoadMapFile ---
Loading /home/christoph/BSP_Projectes/Test1/Test2.map
entering /home/christoph/BSP_Projectes/Test1/Test2.map
Connection closed.
Setting up
Listening...
=== running BSP command ===
"/home/christoph/ZeroRadiant/q3map2" -connect 127.0.0.1:39000 -game quake3 -fs_basepath "/home/christoph/ZeroRadiant/installs/Q3Pack_Ogre3D/install/" -vis -saveprt "/home/christoph/BSP_Projectes/Test1/Test2.map"
Connected.
threads: 4
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17
GtkRadiant - v1.6.2 Apr 29 2012 10:00:43
Last one turns the lights off
VFS Init: /home/christoph/.q3a/baseq3/
VFS Init: /home/christoph/ZeroRadiant/installs/Q3Pack_Ogre3D/install//baseq3/

--- Vis ---
saveprt = true
Loading /home/christoph/BSP_Projectes/Test1/Test2.bsp
************ ERROR ************
Error opening /home/christoph/BSP_Projectes/Test1/Test2.bsp: No such file or directory"

Does someone know what could be done to solve this problem?
Thank you in advance!

@TTimo
Copy link
Owner

TTimo commented May 3, 2012

Looks like it bailed without giving an error. It didn't even produce a
BSP. Are you very attached to .png? Since idtech3 doesn't support png
there is little value in adding png support in q3map2 (does ioq3 load
pngs in? someone knows?).

It would be nice if q3map2 did at least process the map, produce a bsp
and would light it though (ignoring coloring coming from the png
textures obviously). Can you release that test map and test texture
maybe?

TTimo

On Thu, May 3, 2012 at 11:52 AM, chrismile
reply@reply.github.com
wrote:

Now I had time to test the compile process.
At first I tested a level with only .tga textures ---> it compiled.
Then I added a .png texture to an object ---> it didn't compile (command: Bsp -> Q3Map2: (test) BSP -meta, -vis -fast, -light -fast -super 2 -filter)
Here is the output in the textfield at the bottom of the window:

"Setting up
Listening...
=== running BSP command ===
 "/home/christoph/ZeroRadiant/q3map2" -v  -connect 127.0.0.1:39000  -game quake3 -fs_basepath "/home/christoph/ZeroRadiant/installs/Q3Pack_Ogre3D/install/" -meta "/home/christoph/BSP_Projectes/Test1/Test2.map"
Connected.
threads: 4
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17
GtkRadiant    - v1.6.2 Apr 29 2012 10:00:43
Last one turns the lights off
--- InitPaths ---
VFS Init: /home/christoph/.q3a/baseq3/
VFS Init: /home/christoph/ZeroRadiant/installs/Q3Pack_Ogre3D/install//baseq3/

--- BSP ---
Creating meta surfaces from brush faces
       0 shaderInfo
--- LoadMapFile ---
Loading /home/christoph/BSP_Projectes/Test1/Test2.map
entering /home/christoph/BSP_Projectes/Test1/Test2.map
Connection closed.
Setting up
Listening...
=== running BSP command ===
 "/home/christoph/ZeroRadiant/q3map2"  -connect 127.0.0.1:39000  -game quake3 -fs_basepath "/home/christoph/ZeroRadiant/installs/Q3Pack_Ogre3D/install/" -vis -saveprt "/home/christoph/BSP_Projectes/Test1/Test2.map"
Connected.
threads: 4
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17
GtkRadiant    - v1.6.2 Apr 29 2012 10:00:43
Last one turns the lights off
VFS Init: /home/christoph/.q3a/baseq3/
VFS Init: /home/christoph/ZeroRadiant/installs/Q3Pack_Ogre3D/install//baseq3/

--- Vis ---
saveprt = true
Loading /home/christoph/BSP_Projectes/Test1/Test2.bsp
************ ERROR ************
Error opening /home/christoph/BSP_Projectes/Test1/Test2.bsp: No such file or directory"

Does someone know what could be done to solve this problem?
Thank you in advance!


Reply to this email directly or view it on GitHub:
#42 (comment)

@chrismile
Copy link
Author

At first I must say that I would be very happy if Q3Map2 would support .png images, but of course I could also use .tga textures. The only reason why I would like to use .png textures is less memory consumption.
Now to your question, I think ioquake3 supports png textures (http://ioquake3.org/: "Thanks to hundreds of contributors, we’re proud to present this list of improvements: ... PNG format support for textures ...").

Here my level (I hope it is OK that I used notex.tga in my first test and then only assigned a .png texture to one brush for the png test): http://dl.dropbox.com/u/32334047/Test2.map
Here is my texture pack (only the textures used included): http://dl.dropbox.com/u/32334047/mymedia.pk3

@chrismile
Copy link
Author

I just noticed a problem: the website is not http://ioquake3.org/: , but http://ioquake3.org/ (without ":").

@ghost ghost assigned TTimo May 6, 2012
@TTimo
Copy link
Owner

TTimo commented May 6, 2012

thank you, this made it really easy to test and fix the support
I am enabling png support by default for Q3. the legacy engine doesn't support it, but since ioq3 does I think it's fair to have it in there nowadays.

@TTimo TTimo closed this as completed May 6, 2012
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants