Compile problem with terrain


(droidbiker) #1

I’m using q3map2 version 2.5.2 with GTKRadiant 1.2.11 and I’m attempting to compile a map for sof2. q3map2 is running from the radiant directory.

I’ve got terrain set up with the alphamap on the func_group set to textures/heightmaps/test_alpha

When I attempt to compile the map (running q3map2 from a batch file in the game’s base dir) I get the following error:
************ ERROR ************
textures/heightmaps/test_alpha doesn’t have a known image extension

There’s a test_alpha.png file in the textures/heightmaps folder. I’ve also tried setting the alphamap property to point to one of the files that comes with the game as a test and get the same result. It acts the same whether the file exists or not.

I know I’m probably doing something stupid, but I’ve been pounding on this all day and I can’t make any progress.

Can anyone tell me what I might be doing wrong?

Thanks.


(ydnar) #2

It’s better to use an indexed PCX image as the alpha (index) map, but whatever you do, make sure you explicitly state the path to the image, including the file extension.

y


(MopAn) #3

I always used .tga files for alpha-maps and they worked fine. As ydnar said, always (!!) try using simple paths (short names) and simple texture names. I often get these kind of messages because of some ‘crazy’ names to the engine. After I changed those names (and made it simplier and short) the error was nomore.


(droidbiker) #4

That makes sense. I hadn’t considered an 8.3 filename problem.

Interestingly enough a PCX file causes a crash. Gimp is probably saving things in a slightly twisted version of the format. It looks like some function returned a -1 and Q3map2 is using it as a pointer. I can send the file that causes the crash if you want to play with it.

The TGA seems to have worked fine. There’s still some issues with it being unable to find the textures for the terrain shaders, but I can work that out I’m sure.

I don’t suppose the Q3map2 source is available anywhere? Working out a problem like this would have been cake if I’d had the source.

Thanks for all the help.


(ydnar) #5

Terrain shaders typically do not have images associated with them. This is normal.

If you plan to use radiosity, add “q3map_lightimage path/to/image.tga” to your terrain shaders so the reflected light will be the desired color.

y


(droidbiker) #6

It’s working great. Thanks for all the help.


(droidbiker) #7

It’s working great. Thanks for all the help.