always provide notex

This adds a special VFS providing textures/radiant/notex and shadernotex.

This way, game packs does not have to provide them using the hardcoded
textures/radiant/[shader]notex path (some games prefer other prefixes).

It also allows GtkRadiant to not crash at startup when a wrong game
path is set.

It would also prevents radiant to fail where it tries to load these
textures on very early stage when the whole VFS is not yet loaded,
for example on pk3dir scenario.

The notex and shadernotex textures come from Unvanquished's tex-common
package and are distributed under public domain-like CC0 1.0 Universal license: https://creativecommons.org/publicdomain/zero/1.0/

See: https://github.com/UnvanquishedAssets/tex-common_src.dpkdir/blob/master/about/tex-common.txt
This commit is contained in:
Thomas Debesse 2017-08-28 02:27:06 +02:00
parent 95ae5af82b
commit 0fd04ccf85
3 changed files with 4 additions and 0 deletions

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@ -823,6 +823,10 @@ void QE_InitVFS( void ){
// *nix systems have a dual filesystem in ~/.q3a, which is searched first .. so we need to add that too
Str directory,prefabs;
Str basePakPath = g_strAppPath.GetBuffer();
basePakPath += "base";
vfsInitDirectory( basePakPath.GetBuffer() );
// TTimo: let's leave this to HL mode for now
if ( g_pGameDescription->mGameFile == "hl.game" ) {
// Hydra: we search the "gametools" path first so that we can provide editor