Program versions:
GtkR - 1.5b
Easygen - 1.42
Problems:
As is probably fairly obvious I’m new to mapping for the Q3 engine, I havent had any real problems yet with design save for when it comes to terrain. I’ve gone through the multitudes of tutorials for functional terrain mapping but nothing I’ve read focuses on quick (heh) and efficient large scale terrain creation for use with ET.
I’ve tried using the stand alone Gensurf .exe, building the terrain directly in GtkR, and Easygen. Easygen seems to work exactly how I need it to, save for when it comes to exporting everything for use in GtkR. I can import the .map without any problems, but on loading it via \devmap in ET the terrain is covered in a yellow grid, instead of the alphamapped textures I laid down in Easygen.
Now I’m assuming that this is occuring because it’s looking for the textures in the wrong place. I’ve tried editing the .shader file to point it to the directory where the textures are stored but that doesnt seem to work. I’m using textures I’m fairly certain came .pk3’d with ET, out of the desert_sd folder. (yes, I know I should have a clean install set aside for this but right now I’m just trying to get comfortable with GtkR.)
Anyways my questions are:
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The .map file goes in the etmain\maps\ folder, the .pcx goes in the etmain\ folider and the .shader file goes into the etmain\scripts\ folder, correct? If this is wrong where exactly do I place these three files?
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If I do not have ET installed in the typical location, could it cause problems?
Furthermore, could the length of the path to the ET folider have a negative effect? (my ET directory is five folders in, etmain is six counting the root directory. Seventy-six characters in total with five spaces) -
Since I had to unzip the textures from the .pk3 file in order to use them with Easygen, how will this be handled if and when I turn the .map and it’s associated files into a .pk3 file itself?
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How is mine laying handled? Do I need to change the terrain to terrain_sand, terrain_grass etc. in order to lay mines, is there some key value I’m missing, or will this automatically be handled once the alphamapped terrain is in place properly?
Also, I’m guessing that since I’m technically working with a desert map, I should change the terrain type to terrain_sand, no? or does this have no appreciable effect? (i.e. is the default sound when walking on the surface handled by the alphamapped textures or the terrain type itself?)
Thanks in advance,
- juu
(Edit: meh, texture issue fixed, don’t know how I missed the whole shaderlist.txt thing… -_-; )