When you say full compile what exactly are you doing? All ‘full’ compiles start with the BSP -meta
Can't Find Map maps/mapname.bsp
i.e. the one which says (Full) and -bounce 8 at the end
I am starting to think that the compilation process was faulty…maybe it overwrites the name to smth else?
EDIT: I think it must have been compilaton issue. Just like I said, when I do .bsp without and vis and lights, the blending works just fine!
EDIT: which compliation shall I try? the one with -bounce 8 or without?
[QUOTE=ailmanki;484019]You can find some of those files over there: http://www.simonoc.com/pages/articles/terrain2_1.htm
Specially the alpha ones.
the shaderlist.txt is to add shader files, not texture folder. So you would need a file scripts/dersaidin.shader and in that file those shaders defined.
And I just checked adlernest.pk3, there is a file dersaidin.shader
The alpha ones are not included since they are only used for display in editor, the compiler q3map2 does not need the textures, but the shader definitions of it.
These questions are probably not answered they way you asked for it, but it shows you lack some understanding of how shaders and all that stuff works. Maybe check the Shader Manual out… http://www.robotrenegade.com/q3map2/docs/shader_manual/index.html
edit: Good luck with your project, and maybe just ask again, if I wasn’t clear enough. While you surely should first try yourself solving something, you shouldn’t bang your head against the wall :D[/QUOTE]
You need to make sure the alpha shaders are correctly referenced from your map to the *shader file. Its not enough to just have the shader somewhere… it has to match. …Really read the shader manual. Make some tutorials… your missing basic stuff.
OK, I will do it step by step
- These yellow/black boxes are named: textures/dersaidin/alpha_000 and so on
- I have edited dersaidin.shader so it now contains the script I posted earlier (for alpha values).
- GTKradiant recognises that script, BECAUSE it says ‘Shader Image Missing’, whereas before it was ‘Shader not found’. The image is missing because there is none - it is a transparent brush.
- I have read the manual.
The mystery is: why the alpha shader works with basic compile (.bsp -meta) and not with the full compile.
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[QUOTE=morphdoc;486135]In GTkRadiant it says: textures/dersaidin/alpha_000 or alpha_001 and so on.
Adlernest.pk3 has only dersiaidin.shader. It that shader script, nothing is being mentioned about the alpha_000 etc etc
I also check Adlernest_H&S (this is map derived from the source code, too). It also has dersaidin.shader HOWEVER, in this one you have alpha_000 and so on mentioned
This is what dersaidin posted ages ago.
EDIT: so I made sure I removed all dersaidin.shader files from etmain (I put one there ages ago)[/QUOTE]
have you tried to use this one when compiling?
How about trying the examples from the page you got these alpha shaders?.. and see how that stuff works.
Do you have the files textures/dersaidin/alpha_000 etc.? Extracted, like the .shader?
Adding the alpha textures shows me the pictures of these in the game, i.e. the actually texture. The problem here is that the game does not read/recognise the alpha shader script…I will try now putting the script in manually in etmain/scripts and see if this works.
Do you have the files textures/dersaidin/alpha_000 etc.? Extracted, like the .shader?
So I do have these from the website alimanki has provided,but adding these do not change things: instead of ‘unknown’ texture, I get colourful boxes (the actually alpha texture .tga)
OK, so:
- GtkRadian says for many texutres ‘Shader Image Missing’ but these appear in-game. Thus dersaidin.shader is being recognised by the game and executed.
- I added the script for alpha shader (from here http://forums.warchest.com/archive/index.php/t-12839.html) INTO dersaidin.shader, but this did not change much…
- the ingame error: couldn’t find image for shader texture/dersaidin/alpha_000 and so on
eh stupid question from me… you have added these shaders in shaderlist.txt in script folder?
Yes, in both etmain/scrpits and I added in default_shaders in gtkradiant.
EDIT: so I just did another .bsp -meta and it works perfectly…maybe I got something wrong with the gtkradiant?
[QUOTE=morphdoc;486151]Yes, in both etmain/scrpits and I added in default_shaders in gtkradiant.
EDIT: so I just did another .bsp -meta and it works perfectly…maybe I got something wrong with the gtkradiant?[/QUOTE]
well only exact way to figure that out is if you upload the map and shaders and well all the stuff needed to make it work and let one of us other have a look…
If you have all the files needed, well placed, the shader in shaderlist.txt, it should work; The issue is not Radiant-side, unless you did a typo in the shaderlist.txt
Here is the link:
https://drive.google.com/file/d/0B0OUWYViR9PuRlQ2R0VXN1Vvczg/edit?usp=sharing
So you have all of the stuff there. darsaidin.shader contains its original markup and I added the alpha values at the bottom. you will notice the difference.
Thanks for your help!
ok so I did a compile with your stuff only first…
same result as yours… so it has nothing to do with q3map to do
then I added the source files from here:http://www.simonoc.com/pages/articles/terrain2_1.htm
into dersaidin folder with this result:
So I guess its a shader problem or the compile line itself
Can you try doing .BSP -meta only? I just want to see if it works for you then.
yep I will try, been looking a bit around and it seems the light also appears wierd some places so he might have a special compiling line
now with the textures in folder and shader it appears same as post over.
but without light and vis of course…
but try to:
/developer 1
/generatetracemap
and look in console… there are some bugs around too
Works for me, I add the shader file to shaderlist.txt, compiled it … and it works.
Have not changed anything.
but there is something wrong with the shaders… there has to be or you need a pcx file for the map because the terrain looks like **** when comparing to the original map…
these 2 from yours
this from the original
look at the texture that is there anyhow and it looks like blah…
@thunder_13th: My texture actually looks fine! I have had that issue previously, too, but I fixed it by adding dersaidin.shaders to shaderlist.txt
alimanki, did you do full compile? Could you send me the compiled map, then? I would like to check on my PC.