One of the goals of OA is compatibilty with third-party stuff designed for Q3 (as possible).
Hence, many OA textures and sounds do have the same filename they had in Q3A.... our files
cannot be just copies or edited versions of Q3 assets, but they can be -more or less accurately-
inspired by them: they are redone from scratch (or starting from existing GPLv2 or PD files). Q3 texture replacement isn't completed yet, however you can take a look to
DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Map_compatibility]Map compatibility wiki page to find out Q3 maps which do not show missing textures in OA.
Of course, OA also contains many assets which did not exist in baseq3.
In short, same filename does not imply it's the same exact file.... it may be its free replacement (or sometimes, just a coincidence).
About the Pak0 wiki page you linked, it looks like that's a list of Q3A assets... just to have a list of all assets which would require to be replaced. "You checked for it in your pak0"... but you meant in baseoa or in baseq3? That page is not the list of OA's pak0, but Q3A's pak0. Not all entries of that list have got their replacement in OA yet.
[1]Another thing to consider: while shaders
[2], textures and sounds are just "invoked" (linked, referenced) by the .map/.bsp (so you can replace them just by placing new files in the .pk3, similar enough to the original)... for md3 models (mapobjects) it's a different thing. IIRC, MD3 models are
incorporated into the .bsp (not sure if also in the .map, or just in the .bsp at compile time... probably the second one): hence, OA "replacements" of md3 objects may be used for new maps.... but maps compiled for Q3 will show the original model
forever (texturized or not depending if OA has got replacements for the textures invoked by those models). Unless those models are removed from the .map (optionally placing GPL models in their place) and the map is re-complied, I fear it cannot comply with GPL. Note: I'm talking about "mapobjects",
not entities like CTF flags.
About md3 files included with GtkRadiant, are you talking about it configured for OA, or configured for Q3A? I remember when installing the old Q3Radiant, it did place many files into your Q3 installation, including shader files and .md3. (Note: Q3Radiant source code has later been released as GPL, but initially it was released with the license of the Q3 SDK developer tools, with limitations. I don't even know if Q3Radiant binaries based upon its GPL release do exist.) I don't know if those .md3 have been gpl'd too, but I can fear not. I can guess GTK Radiant Q3 game folder may just include those md3 which were initially included with Q3Radiant, although they may be not really GPL'd. I can guess the fact GTKRadiant itself is GPL does not necessarily mean that also all its extra stuff it installs is GPL, too: there are various programs around which do have free source code, but propietary (or however differently licensed) assets (images, sounds, etc). (NOTE: GUESSING)
In the first map I did for OA (oacmpdm10), I did use Q3Radiant for Q3: I used only Q3 textures which already had their replacements in OA, or textures from my own (made from scratch or derived from existing OA textures), and I did not include any md3 mapobject. Also shader-powered textures (e.g. jumppads) did use shaders from my own instead of Q3 shaders. I planned to later switch to NetRadiant (and then compile with q3map2 instead of q3map), configured for OA, but that gave somewhat different results (e.g. sky shaders markup is different), so I gave up and kept it old-style. For the map I'm currently working on, I'm doing everything with GTK/NetRadiant configured for OA, do to not have conversion problems later, and to be even more sure about GPL compliance.[1] I haven't checked... if that's not even in quake'3 pak0, maybe this may mean that the .md3 isn't actually necessary for the game itself (being incorporated into the .bsp at compile time, so the pk3 only cointains its textures), but may be provided with the Q3A SDK instead. Just guessing. That wiki page does not mention "spotlamp.md3" file, but has got a section called "\Pak0\models\mapobjects\spotlamp", which lists some textures... this may be a clue it's like I was guessing.
[2] However,
some shader parameters (e.g. light emitted) are considered only during compiling time instead of during play time... So a map may have differences if it's compiled from an editor configured for Q3 or from the same editor configured for OA.
@Everyone: please correct me if I said something wrong. Thank you.