see #80 (comment)
Trying to build a test case for this and having difficulty. I can make it work on quake3, but for some reason it's not working on QL under the same conditions.
Will need to step through and debug find out exactly why it's not finding the textures.
The next step will be to encode the textures in a pk3 crypted for QL.
QBall> TTimoT: ye I got a textured wall with the obelisk
QBall> after changing pk3 to qlpk3 in imagepng ofc
QBall> I had to manually put the maps folder into ~/.quakelive/quakelive/home/baseq3 for radiant to auto go there
QBall> along with the models & textures folder that were in your zip
QBall> the engine dir I used was: /home/user/.quakelive/quakelive
<@TTimo:#radiant> so it seems you got both the 'everything expanded, nothing in crypted pk3s' working
<@TTimo:#radiant> and the 'only the model expanded, all the textures in crypted pk3s' working as well
<@TTimo:#radiant> I was trying to get the latter to work and it didn't for me
<@TTimo:#radiant> the former I wasn't even there yet
<@TTimo:#radiant> that all suggests a problem on my end then
Think I have this fixed with def29cb
Will need to cleanup, upload the test material, and make new builds.
In QL mode, they will load up the model textures from the encrypted pk3s. Please check.
got confirmation that this is now working as intended, closing (yeah, I'm pretty sure I did).
For reference, that's the files for testing the functionality (in Q3 and QL):