targa_header.y_origin = f[10] + f[11] * 256;
targa_header.width = image_width = f[12] + f[13] * 256;
targa_header.height = image_height = f[14] + f[15] * 256;
+ targa_header.pixel_size = f[16];
+ targa_header.attributes = f[17];
+
if (image_width > 4096 || image_height > 4096 || image_width <= 0 || image_height <= 0)
{
Con_Print("LoadTGA: invalid size\n");
PrintTargaHeader(&targa_header);
return NULL;
}
- targa_header.pixel_size = f[16];
- targa_header.attributes = f[17];
// advance to end of header
fin = f + 18;
{NULL, NULL}
};
+// GAME_DELUXEQUAKE only
+// VorteX: the point why i use such messy texture paths is
+// that GtkRadiant can't detect normal/gloss textures
+// and exclude them from texture browser
+// so i just use additional folder to store this textures
+imageformat_t imageformats_dq[] =
+{
+ {"%s.tga", LoadTGA_BGRA},
+ {"%s.jpg", JPEG_LoadImage_BGRA},
+ {"texturemaps/%s.tga", LoadTGA_BGRA},
+ {"texturemaps/%s.jpg", JPEG_LoadImage_BGRA},
+ {NULL, NULL}
+};
+
imageformat_t imageformats_textures[] =
{
{"%s.tga", LoadTGA_BGRA},
}
if (gamemode == GAME_TENEBRAE)
firstformat = imageformats_tenebrae;
+ else if (gamemode == GAME_DELUXEQUAKE)
+ firstformat = imageformats_dq;
else if (!strcasecmp(name, "textures"))
firstformat = imageformats_textures;
else if (!strcasecmp(name, "gfx"))