The weird thing about the textures, is that they load, allowing me to texture the map, but then disappear when I reopen the program. If I then click to reload the textures, they do, but all the textures that have been used, are displayed with the notex texture, but still with the correct texturename.
I am currently working with GtkRadiant 1.6.6 (Apr 23 2018). When trying Netradiant, the textures do load on relaunching the editor, so clearly it is not an issue with neither the WAD file itself, nor the placement of it. The fact that all textures load upon doubleclicking the wad in GTK, but the map remains untextured, suggests it is an issue with the editor. In fact, it was only after moving the editor to my C drive, that I even got textures to load!
Now, I could then go with NetRadiant, but then as it happens to be, both with GTKR and NetR there is an issue with building the map. In GTK, the build menu is empty; clicking on BSP yields a list including five grey hyphens, and that’s it. In NetR, well, it simply doesn’t work. When running txqbsp (Bengt Jardrup), I get an error stating there were 2 errors:
[quote]WARNING: No wadfiles specified in worldmodel
WARNING: No valid wadfiles in worldmodel[/quote]
I am guessing that this might be the reason textures aren’t loaded at all when reloading the map, as it probably wants to use the textures specified in the wad, but cannot find information on the wad. It remembers all the texture names, but that is irrelevant when reloading the wad used, thus leading to the notext look of the map.
Edit: I found out how to edit worldspawn, but how should the wad be defined? The standard was
key:wad(quake1)
value:{