Custom Textures Problem


(Benfun7) #1

Hi,

One last problem for today, lol. I have three custom textures, they worked fine before I ziped my map into a pk3, but now that my map is packed into a pk3 I get the orange checker board in the map where they should be.

I have all my custom textures in the textures folder in my PK3

Any one know what could be wrong?
Thanks,
Fritz


(Ifurita) #2

load up the map, drop your console, then look for the yellow error messages. Probably something like ‘not a power of 2’, ‘couldn’t find …’, etc


(Benfun7) #3

Ok, I did that and it said it could not find it. I have them located under Brundlenburg.pk3/textures/fritz


(thegnat) #4

Make sure you have referenced it without the pk3 name (on the brush).


(Benfun7) #5

Ok, I will check that, thanks.

Also, can somone please please show me what I am doing wrong with this? I am so close to finnishing my map, these two things are all that are holding me back.

What do I need here so I can plant land mines?


textures/Brundlenburg/terrain_0
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/snow_sd/snow_var02.tga
		rgbGen vertex
		tcmod scale 0.250 0.250
	}
}

textures/Brundlenburg/terrain_1
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight 
        {
		map textures/snow_sd/snow_var01.tga
		rgbGen vertex
		tcmod scale 0.250 0.250
        }
}

textures/Brundlenburg/terrain_2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
                     {
		map textures/stone/mxrock3h_snow.tga
		rgbGen vertex
		tcmod scale 0.250 0.250
	}
}

textures/Brundlenburg/terrain_0to1
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
                    {
		map textures/snow_sd/snow_var02.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.250 0.250
	}
	{
		map textures/snow_sd/snow_var01.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.250 0.250
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/Brundlenburg/terrain_0to2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/snow_sd/snow_var02.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.250 0.250
	}
	{
		map textures/stone/mxrock3h_snow.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.250 0.250
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/Brundlenburg/terrain_1to2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
                    {
		map textures/snow_sd/snow_var01.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.250 0.250
	}
	{
		map textures/stone/mxrock3h_snow.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.250 0.250
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/Brundlenburg/terrain.vertex
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/snow_sd/snow_var02.tga
		rgbGen vertex
		tcmod scale 0.250 0.250
	}
}


Thanks,
Fritz


(Ifurita) #6

Here’s what one of the terrain shaders from Rommel looks like


textures/rommels_cache/terrain_0
{
	q3map_baseshader textures/rommels_cache/terrain_base
	surfaceparm landmine <------ make texture minable
	surfaceparm gravelsteps
	{
		map textures/desert_sd/sand_wave_desert.tga
		//rgbGen identity
	}
	{
      	map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
   	} 
}

(Benfun7) #7

Got the texture problem fixed, but I still can not plant mines, this is my script now:

textures/Brundlenburg/terrain_0
{
	surfaceparm landmine 
        surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/snow_sd/snow_var02.tga
		rgbGen vertex
		tcmod scale 0.250 0.250
	}
}

textures/Brundlenburg/terrain_1
{
	surfaceparm landmine 
        surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
        {
		map textures/snow_sd/snow_var01.tga
		rgbGen vertex
		tcmod scale 0.250 0.250
        }
}

textures/Brundlenburg/terrain_2
{
	surfaceparm landmine 
        surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
        {
		map textures/stone/mxrock3h_snow.tga
		rgbGen vertex
		tcmod scale 0.250 0.250
	}
}

textures/Brundlenburg/terrain_0to1
{
	surfaceparm landmine 
        surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
        {
		map textures/snow_sd/snow_var02.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.250 0.250
	}
	{
		map textures/snow_sd/snow_var01.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.250 0.250
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/Brundlenburg/terrain_0to2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
        surfaceparm landmine 
        {
		map textures/snow_sd/snow_var02.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.250 0.250
	}
	{
		map textures/stone/mxrock3h_snow.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.250 0.250
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/Brundlenburg/terrain_1to2
{
	surfaceparm landmine 
        surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
        {
		map textures/snow_sd/snow_var01.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.250 0.250
	}
	{
		map textures/stone/mxrock3h_snow.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.250 0.250
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/Brundlenburg/terrain.vertex
{
	surfaceparm landmine 
        surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
        {
		map textures/snow_sd/snow_var02.tga
		rgbGen vertex
		tcmod scale 0.250 0.250
	}
}

Did I do somthing wrong? I can not plant mines anywhere.

Thanks
Fritz


(EB) #8

Recompile and make sure you have the shader name listed in your shaderlist.txt


(Benfun7) #9

Ok, the texture names were in the shaderlist.txt and I recompiled, I still can not plant mines.

Any other ideas? I am stumped.

Thanks,
Fritz


(Loffy) #10

Hi!
strange. This is what I would do: Make a flat surface, just above the ground. Put a shader/texture on it that you KNOW will work. In other words, a minable shader from any of the six standard maps. (e.g. minable sand from Oasis.) Recompile. Check if that piece of land is minable.
Just to make sure that THAT works.
//Loffy

EDIT: (This is added after Benfun7’s post below dated: Feb 15, 2005 - 01:13 PM)
I read below that you cannot get this to work. Strange.
I suggest you open a new, empty .map file in your editor. Just make a big box. Put a Splash Damage original minable shader on the ground, e.g. oasis sand - I think “sand_disturb” works. Compile and see if it is minable.
(I use radiant 1.4. I have Windows XP home edition. 2.0 Ghz processor. 512Mb RAM.)


(EB) #11

Try waht Loffy said and if it doesn’t work…
let’s just start over, How did you create your terrain ? and the shader ?


(Benfun7) #12

Ok lol,

I tryed what he said, I could not plant mines. My terrain was made in EasyGen. I have made a terrain before that let me plant mines so I think I have done everything right.

Maybe this is the problem… Yesterday I was trying to compile my map in Radiant 1.5.0 and a message came up that said somthing like, Brundlenburg can not be compiled, make sure the file exsistes and you are not out of recorces. I tryed it a couple times and it just kept saying that. So I compiled it with Radiant 1.3.0

Could that be the problem?

Fritz


(Loffy) #13

Try this:

  1. Always remove old pk3 files (i.e. old shaders) that are not used anymore.
    The game engine will use them, and perhaps that is why your mines do not work?
  2. Change all your “tcmod scale 0.250 0.250” to “tcmod scale 2.0 2.0”. That will change the terrain. It will change the scale of the texture. If you notice the change (after a compile) then we know FOR SURE that the shader is used. You do it just to make sure that the game is using the shader that you are working on. If there is NO change, then there is somehting strange going on!
    A trick that I learned from reading a post by MadJack.

(CooperHawkes) #14

q3map2 bundled with radiant 1.3.0 might be too old for compiling ET maps… try at least radiant version 1.3.8 or 1.4… or upgrade your q3map2 manually (and use a batch file)


(Benfun7) #15

Re exported my map from Easygen, and put it all back together again and now mines work, LOL

Thanks People,
Fritz


(EB) #16

Great!


(Loffy) #17

Excellent!
We’ve all done something similar to that.
It seems mapping has alot to do with trial and error.