Black floor, problem with lightmap?


(Mr_Tickles) #1

I’m editing goldrush for a mod (see link in my sig). I’m not changing much, just adding an anti-air gun, a rear bank entrance, and maybe parachute spawn points.
The problem is, after a compile, the floor seems to go totally black as shown below.

Anyone got any ideas how to rectify this?


(carnage) #2

the floor in goldrush is made with the ternain texture so the textures are decided from the shader file that comes with the map, it should be in the scripts folder. if you have renamed the map then you need to rename and make a copy of the other files too


(Mr_Tickles) #3

Lol, well, I could have sworn I posted this in the Level design forum, but anyway.
Thanks, I’ll try this and get back to you…


(Mr_Tickles) #4

Ok, well, I can’t say that I haven’t tried.
The floor now has the orange and black grid.
I’ve changed every instance of the text “goldrush” into “goldrush_specops”, i.e. I’ve changed it in the map editor so now the terrain points to the goldrush_specops shader and goldrush_specops pcx. I’ve changed every instance of it within the shader itself aswell, have added it to the shaderlist.txt.
I’ve compiled this about 3 or 4 times, and no luck each time.
And what is really bugging me, I’ve never got a map to pk3 stage before, it all goes well, but can’t run the map in the game unless the /g_gametype is set to 2.
Oh, and there’s something funny with the map name, it won’t seem to stay within the black rectangle.

If you want a better idea of how my pk3 file is looking, please ask and I’ll PM you a link.


(EB) #5

I made a pk3 building post on Marko’s forum…until i get my site up.http://swat-clan.com/marko/forums/viewtopic.php?t=2274

As for the texture problem…try compiling the goldrush before changing the names on everything…also, may I suggest that you shouldn’t rename all the files to go with it, but rather copy the file and then rename the duplicate. Always make duplicates !!!
There can be many things creating this problem…

when you start the map ingame (open the console[~ key] and look for errors using pgup and pgdn to scroll). Also check the worldspawn values to make sure the key:‘layers’ is valued at the same level as the regular goldrush.

Well, try that stuff…there are soooooo many variables and I am sorry to say I am not about to type a 5 page thread…but hopefully this will lead you out of the hole.


(Mr_Tickles) #6

Yeah, I pretty much covered all that above, and what’s in the thread. I never change stuff, always duplicates. I’m not that dull :stuck_out_tongue:
The problem is not with making the .pk3, but with the fact that it will only run in /g_gametype 2, which it works fine in. Now this may have something to do with the arena file, but that’s just copied from the original goldrush, so shouldn’t make a difference, especially if goldrush is fine with it in the first place.

Hmmm, maybe I’ll just retexture the ground…

Well, didn’t really think of scrolling up for the error messages as I’m used to them now while developing maps… always the simple things eh? lol, thanks :wink:

Now, if you look closely at the screenie above. The texture that is on the ground is in fact, the lightmap of the terrain. It has the correct orientation aswell. So it looks like the size may be way off for some odd reason.
I’m too tired to look into it now, that’s something for tomorrow. I’ll post again with the results of that.


(nUllSkillZ) #7

Do I get this right:
If you run your bsp everything is fine.
Only if you’ve packed it as pk3 you get the black ground?

Have you also packed the “maps/goldrush_specops/lm_xxxx.tga”'s?

Ifurita has a very good pk3-tutorial on his homepage:
http://www.planetwolfenstein.com/4newbies/pakscape.htm


(EB) #8

ok good night tickles…
but did you change the shortname of the map within the arena file ? :stuck_out_tongue:


(carnage) #9

ime prety covinced that this is down to the sahder file#

if you get realy desparate you might try geting gen surf and making a new shader file

btw the texture you see now is the texture not found shader so check the names of your files then my surgestion is delete all bsp and light compile files then recompile bsp up


(EB) #10

not to get off topic, but Carnage can you explain a little of your complex project…start a thread …ok ?


(Mr_Tickles) #11

Hey all, thanks for the replies, much appreciated.

nUllSkillz, nope, the black ground occurs both within and out of the .pk3, which leads me to believe that the .pk3 isn’t at fault. The maps/goldrush_specops/lm_xxxx.tga’s were included

EB, yes, the shortname was changed. Well, there is no shortname, only “map” then longname. But yep, that was changed aswell.

carnage, do you mean the texture on the ground? If you take a closer look at the ground beneath the lighthouse in the screenie above, you’ll notice this texture…

I’m going to fiddle a bit more I think, then come back to here :S


(carnage) #12

that texture that u have on screen is the texture map of the terain on goldrush, look u can see all the paths and the black retangle where the lighthouse is, i thing your problem is that you terain is trying to draw one of the files made for the comand map creation, you have probable made a mistake renaming files,


(carnage) #13

!!! :banghead:

i think that is the textue you floor shoudl be drawing!!! looks its got all the compiled light and everything (you can see the more blue sections where the skybox lighting hits and the yelowy circles of spotlights), i think its just not magnifying the texture enough, cheak you shader file or pcx (or whatever its called)


(zl1corvette) #14

Have a look at lightmap 12 in pak0, it’s the lightmap for the terrain in goldrush, yours is probably very similar. For some strange reason the lightmap uv’s aren’t working the way there supposed to, it looks to me like the lightmap for the whole terrain is tiliing with the textures with the terrain. I really have no idea why this would happen. Did you mess with the shader? Maybe just try a meta compile and see how that comes out.

edit: oops carnage beat me to it


(EB) #15

I apologize for my bad reply buddy…I didn’t even realize your terrain was a terrain of your terrain.
That is wild…something got goofed. I am done spamming now…bye


(nUllSkillZ) #16

Strange.
I’ve made a cel shading version of GR.
And I’ve had no problems.

Hmm, have you tried to compile original GR?
And does the error also appear then?


(carnage) #17

EB

I didn’t even realize your terrain was a terrain of your terrain

wtf


(Mr_Tickles) #18

Correct, that’s what I’ve been trying to tell you with my last two posts. lol :slight_smile:
That texture, is the lm_0000.jpg that was created during the light compile of the map (There are a few subtle differences on it, i.e. where the AA gun is placed). This I really don’t understand as it’s applied during the meta compile, and this was created during the light part, i.e. after the meta compile. Very confusing. Nope, I didn’t mess with the shader, only changed every instance of goldrush to goldrush_specops.

Good idea nUllSkillZ, I’ll try that. When you were making your cel shading version of it, did you compile it more than once? I have a feeling that for some reason it’s managing to get the lm_0000.jpg from a previous compile and use that as the texture. I’m going to install a completely clean version of everything and try it again, i.e. delete the compiles so far.
I seem to remember that my first meta compile seemed to fine, but that was a long time ago.
I’ll play around again and see if I can sort it out. Now, I need to go to the shop though, so this can wait till later :slight_smile:
Thanks all.


(nUllSkillZ) #19

How many lm_xxxx.tga’s do you get?

I think there’s a q3map2 switch that reduces the number of lightmaps.
Can you please post your compile switches?

Not sure how often I’ve compiled the map.


(Mr_Tickles) #20

Ok, I only got two .tga’s, the lm_0000.tga that you can see above, and lm_0001.tga which was totally black. (The original goldrush had 15, lm_0000.tga through to lm_0014.tga)
The compile options I used were…
-meta -patchmeta
-light - fast -filter -samples 2
-vis -fast -saveprt

I know you’re not meant to use filter and samples together as one overrides the other (not sure which one either), but this shouldn’t cause that problem surely??? (Reason I used them was because they’re in a batch file someone else wrote, and I have no idea how to edit it). I suppose I could take the long way and use q3map2 on it’s own. But still, this wouldn’t cause this problem… would it?

Edit:

Changed .jpg to .tga