Q3 BSP Map textures too small

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
Post Reply
lisacvuk
Posts: 21
Joined: Thu Apr 17, 2014 4:50 pm

Q3 BSP Map textures too small

Post by lisacvuk »

Hello,

I made a BSP map in NetRadiant with my textures (512x512) in .png format. I loaded them into Irrlicht and them are so small! I used a 64x64 map(flat room), and textures are so tiny I can hardly see details on them. I was asking is there a way to tell irrlicht to stretch them over walls?
lisacvuk
Posts: 21
Joined: Thu Apr 17, 2014 4:50 pm

Re: Q3 BSP Map textures too small

Post by lisacvuk »

hmm, so theres no way?
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: Q3 BSP Map textures too small

Post by hendu »

We can't even understand what you mean. Pictures and code would help us help you.
lisacvuk
Posts: 21
Joined: Thu Apr 17, 2014 4:50 pm

Re: Q3 BSP Map textures too small

Post by lisacvuk »

Anyway, I fixed it, it looks like I made my player too big :)

Code: Select all

 ISceneNodeAnimator* coll_anim = smgr->createCollisionResponseAnimator(
            selector, camera, vector3df(25,50,25),
            vector3df(0,-10,0), vector3df(0,35,0));
Anyone know how big should player be?
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: Q3 BSP Map textures too small

Post by hendu »

In Quake units, 32 units = 1 meter.
Post Reply