3 little problems


(->xT0x<-) #1

hi
at first sorry for my bad english :smiley:
i am german, so it’s not best but i hope you can understand it :wink:
okay my first problem:
i wanted to create my own models for the gtkradiant, so i began to learn blender. it’s really pretty easy but when i create a model and give it material and try to paste it into the radiant, there is just a box, called “shader not found”…
do i have to paste a light or a camera into the blender model? i thaught this is just for animations… (by the way, i export my models as .ase)
2.i created my own textures, made a pk3-file with them and load them into the editor…
I put them into the pk3-file of my map as well but when somebody else plays the map he can’t see the textures? can you help me?
and finally 3.
in the official tutorial of the radiant is written something about a trigger_push, but i dont find a trigger push oO
so how can i create jumppads?

okay thats all at first :smiley:
i hope you can help me :smiley:
xT0x


(stealth6) #2
  1. Dunno wait for a modeller to reply :wink:

  2. When you are making your map just put custom textures into etmain/textures/myname/
    it’s easier, as for them not showing up ingame, are you sure they are the right size and format? (tga 24bit or jpg, or for alpha layer tga 32bit) and the right size (power of 2: 64x64, 256x 512 etc…)

  3. Jumps pads:
    Make a trigger_multiple target_push and an info_notnull
    select the trigger_multiple THEN the target_push and press ctrl-k
    deselect all, select the target_push THEN the info_notnull and press ctrl-k

That’s it, when a player walks onto the trigger_multiple or walks into it or w/e he will be launched towards the info_notnull (the info_notnull is the peak (highest point) of the pushing)


(-SSF-Sage) #3
  1. So you say you are missing the whole model? When you are exporting from blender, you are supposed to have selected the model and export it while you are on objective mode.

If that doesn’t help there can be problems with your exporter script. Or you have added the model improperly in radiant. If it’s just the texture missing then the path is wrong or there may be problems with your texture. See the radiant log when you add the model.

You don’t have to export the light and camera. If you do however, the exporter will just ignore them. If these doesn’t help we are going to need more info.


(murka) #4

He said he has a “shader not found” box. Is your model a box? shader not found means you didn’t set the material path right. It shouldn’t be x:/blah/blah but should be textures/somedir/somedir


(->xT0x<-) #5

hi
at first thanks for all the fast answers :smiley:

okay…

When you are making your map just put custom textures into etmain/textures/myname/
it’s easier, as for them not showing up ingame, are you sure they are the right size and format? (tga 24bit or jpg, or for alpha layer tga 32bit) and the right size (power of 2: 64x64, 256x 512 etc…)

i’m am sure that they’re in the the right format because i can see them, i think my problem ist to pack them into the pk3-file…

umps pads:
Make a trigger_multiple target_push and an info_notnull
select the trigger_multiple THEN the target_push and press ctrl-k
deselect all, select the target_push THEN the info_notnull and press ctrl-k

i will try it later :slight_smile:
€d!t: Doesn’t work :’-(
i did exactly what you have written but i don’t get launched…
by the way i have version 1.5.0 of the radiant

Make the brush that contains your pulsing pad texture. It can be set in the floor or raised up on separate brush.

Make a trigger_push brush entity that is smaller than the pad (the id triggers are usually octagonal).

Create a target_position entity and move it to the height and location you want. The target position is both the aiming point for the trigger_push and the highest point (apex) of the assisted jump.

Hi-light the trigger first, then the target_position (order is important).

Press CTRL + k to connect the two entities (pointing the first at the second).

this is written in the manual and i find it odd that they write about a trigger_push…
€d!t 2 i had the idea to upload my mapfile, so can check by yourself if iu did it right (if you find the jumppad :D)
here’s the link : http://www.fileuploadx.de/496345

  1. So you say you are missing the whole model? When you are exporting from blender, you are supposed to have selected the model and export it while you are on objective mode.

okay i think i never selected the models i wanted to export, i will try that later,too…
€d!t: nope doesn’t work :frowning:

You don’t have to export the light and camera. If you do however, the exporter will just ignore them. If these doesn’t help we are going to need more info.

do you mean that i don’t need any light scources in my model?

He said he has a “shader not found” box. Is your model a box? shader not found means you didn’t set the material path right. It shouldn’t be x:/blah/blah but should be textures/somedir/somedir

sorry, but i don’t really understand what you mean…

Thanks again for the quick replies
xT0x


(murka) #6

I said that i don’t get what your problem is exactly.


(->xT0x<-) #7

i mean that i created a model with blender, gave it material, exported it to .ase and tried to add it into et
that is just an example out of a tutorial but my question is: How can i export for example this model from blender in et?


(UJERebel) #8

The link of the map is broken for me…:rolleyes:


(stealth6) #9
  1. if it works in local host, but doesn’t when you upload then I have no idea.

  2. Let me break it down for you:
    -Make a brush
    -Give is the texture /common/trigger
    -press esc
    -right click and make a target_push
    -press esc
    -right click and make an info_notnull
    -press esc
    -select the trigger_multiple you just made FIRST and then SECOND select the target_push
    -press ctrl-k
    -press esc
    -select the target_push FIRST then select the info_notnull SECOND
    -press ctrl-k
    -???
    -Enjoy

If it doesn’t work you are doing it wrong, I have 1.5.0 and I jus tried it and it works…


(murka) #10

[quote=->xT0x<-;200379]i mean that i created a model with blender, gave it material, exported it to .ase and tried to add it into et
that is just an example out of a tutorial but my question is: How can i export for example this model from blender in et?[/quote]

Well, you said you exported to .ase so what happens if you load it in ET? Show us a screenshot of the model in-game.


(ailmanki) #11

The ase is a text file, you can open it and edit pathes to textures. Also, if it does not show up in radiant (small box is not the model you made I guess) - there is more wrong.
But more important, how did you create that ase? I thought there is special stuff needed to create an ase which works for Quake 3 engines.

You should test your own map with a fresh install of ET. Open console and check the errors.
And if you see the textures ingame, then they are at least in correct format. But normally the game is started ‘unpure’ and that means it loads everything - instead of only the content of pk3 files. So when you start it, it probably finds the texture cause they are in correct place, while you made something wrong in the pk3.
http://www.pythononline.co.uk/et/tutorial37.htm

maybe you are missing the newest entities
http://www.splashdamage.com/forums/showthread.php?t=14567


(->xT0x<-) #12

hi again :smiley:
sorry for my late answer but i hadn’t have much time last week.
okay now i tried all the thins you written…

Let me break it down for you:
-Make a brush
-Give is the texture /common/trigger
-press esc
-right click and make a target_push
-press esc
-right click and make an info_notnull
-press esc
-select the trigger_multiple you just made FIRST and then SECOND select the target_push
-press ctrl-k
-press esc
-select the target_push FIRST then select the info_notnull SECOND
-press ctrl-k

okay now i know the problem. it seems like something is wrong mit my compiler…
when i compile a map it doesn’t overwrites the old file.
when i saved the map as an new file the jumppad was there:D
so the first problem is solved, thank you very much :smiley:
i will reinstall the gtkradiant later, maybe the problem is fixed then…

Well, you said you exported to .ase so what happens if you load it in ET? Show us a screenshot of the model in-game.

i promise you there is not much to see but if you want :
click me ;D

The ase is a text file, you can open it and edit pathes to textures. Also, if it does not show up in radiant (small box is not the model you made I guess) - there is more wrong.
But more important, how did you create that ase? I thought there is special stuff needed to create an ase which works for Quake 3 engines.

i used an .ase-exporter for blender, created by a nice person called goof or something like this

You should test your own map with a fresh install of ET. Open console and check the errors.
And if you see the textures ingame, then they are at least in correct format. But normally the game is started ‘unpure’ and that means it loads everything - instead of only the content of pk3 files. So when you start it, it probably finds the texture cause they are in correct place, while you made something wrong in the pk3.

will check this later

maybe you are missing the newest entities
http://www.splashdamage.com/forums/s...ad.php?t=14567

i will install them but for what do i need them?

okay thanks for all:wink::wink:
xT0x


(->xT0x<-) #13

after the reinstallation the textureproblem is fixed now, too.
so i just have the problem with the model… can nobody helps me?
should i export my creation into md3 or something else’?
could you mabe write a short walkthroug like
-create model
-give it material and texture
etc.???

xT0x
ps. sry for doublepost


(murka) #14

A failed-to-load or broken model should look like 3 coloured axis, not a box. As you’re using blender i assume you exported the box(the one you get when you make a new file).


(->xT0x<-) #15

ehm no
i took care that i exported the right model xD
mmmh
are there maybe other possibility to create models?
i just don’t knwo what i do wrong
xT0x


(ailmanki) #16

you said you can’t find a trigger_push, so I thought you are missing the entities…

Maybe this works better for ase:
http://www.katsbits.com/htm/tools_utilities.htm#ase