Easy EasyGen Question


(Darkix) #1

I’m sure I’m just having a blonde moment, but it’s my 16th birthday and I can’t be asked to think.

Using EasyGen, I get it all working, export it, compile it, and run the map. But the texture is that ugly yellow and black “Not Found” texture. I have no idea what I’m doing wrong.

Wolfenstein - Enemy Territory/etmain < Map7.pcx
‘’ ‘’/etmain/scripts < Map7.shader
‘’ ‘’/etmain/maps < Map7.map

Those are the files that EasyGen saves. Now the keys in the .map are:

This is the shader contents:

textures//terrain_0
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/rock_ugly_brown.tga
		rgbGen vertex
		tcmod scale 0.234 0.234
	}
}

textures//terrain_1
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		rgbGen vertex
		tcmod scale 0.234 0.234
	}
}

textures//terrain_2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/dirt3.tga
		rgbGen vertex
		tcmod scale 0.234 0.234
	}
}

textures//terrain_0to1
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/rock_ugly_brown.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.234 0.234
	}
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.234 0.234
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures//terrain_0to2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/rock_ugly_brown.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.234 0.234
	}
	{
		map textures/temperate_sd/dirt3.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.234 0.234
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures//terrain_1to2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.234 0.234
	}
	{
		map textures/temperate_sd/dirt3.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.234 0.234
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures//terrain.vertex
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/rock_ugly_brown.tga
		rgbGen vertex
		tcmod scale 0.234 0.234
	}
}

I think I see the problem, but I have no idea how to fix it. I always get stuck on the terrain, so this time I’d like to fix the problem (:

Thanks guys!


(Darkix) #2

Ok so I downloaded the updated WolfET template, ran it AGAIN, compiled, changed the terrain_base to the top of the .shader, and it’s still not working.

Here’s the shader:

textures/terrain_base
{
	nopicmips
	q3map_lightmapaxis z
	q3map_lightmapmergable
	q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}

textures/terrain_0
{
	q3map_baseshader textures/terrain_base
	qer_editorimage textures/temperate_sd/rock_ugly_brown.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/rock_ugly_brown.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/terrain_1
{
	q3map_baseshader textures/terrain_base
	qer_editorimage textures/temperate_sd/master_grass_dirt3.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/master_grass_dirt3.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/terrain_2
{
	q3map_baseshader textures/terrain_base
	qer_editorimage textures/temperate_sd/dirt3.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/dirt3.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/terrain_0to1
{
	q3map_baseshader textures/terrain_base
	qer_editorimage textures/temperate_sd/rock_ugly_brown.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/rock_ugly_brown.tga
	}
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/terrain_0to2
{
	q3map_baseshader textures/terrain_base
	qer_editorimage textures/temperate_sd/rock_ugly_brown.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/rock_ugly_brown.tga
	}
	{
		map textures/temperate_sd/dirt3.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/terrain_1to2
{
	q3map_baseshader textures/terrain_base
	qer_editorimage textures/temperate_sd/master_grass_dirt3.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/master_grass_dirt3.tga
	}
	{
		map textures/temperate_sd/dirt3.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

Why am I still getting problems?


(masterkiller) #3

Look more like this:

textures/map7/terrain_1


(Darkix) #4

[QUOTE=masterkiller;226515]Look more like this:

textures/map7/terrain_1[/QUOTE]

Worked. Found that on page like 18 of my searches about 20 minutes before you posted it.

Another problem is that it’s not acting like grass and dirt. I know there’s a simple line you can add to the .shader to make it work, anyone know what it is?


(Darkix) #5

A second problem, added to the one above ^, is that the textures aren’t 1:1 scale like I told it to do in EasyGen.

I found the code, it’s the tcGen key.

q3map_tcGen ivector ( 640 0 0 ) ( 0 640 0 )
or
q3map_tcGen vector ( 640 0 0 ) ( 0 640 0 )

but I changed the values of both, and it’s still the same. Does anyone know the correct usage of this key?


(BackSnip3) #6

For the sounds you need surfaceparm grasssteps,metalsteps etc
For the size you need to put tcMod Scale x x under your texture in your shader.The bigger tcModScale is,the smaller your texture looks(it is the number of repetitions in a specific size)


(Darkix) #7

tcMod? Tried it.

textures/map0/terrain_base
{
	nopicmips
	q3map_lightmapaxis z
	q3map_lightmapmergable
	q3map_tcMod scale 0.5 0.5
}

Put it as the base, let me try it as all the others too. No, still doesn’t work.

I have surfaceparms grasssteps already, still no sound. As you can see in Post 2:

textures/terrain_0to2
{
	q3map_baseshader textures/terrain_base
	qer_editorimage textures/temperate_sd/rock_ugly_brown.tga
	surfaceparm landmine
	surfaceparm grasssteps

I have a new question, but I’d like to get these two fixed first.


(BackSnip3) #8

You don’t have to put q3map_ before tcMod,or I think it won’t work. Just use tcMod Scale x x under your texture,like this:

textures/example/grass
{
       qer_editorimage textures/temperate_sd/master_grass_dirt3.tga	
       q3map_forceMeta
       q3map_nonplanar
       q3map_shadeAngle 80 
	surfaceparm grasssteps
	surfaceparm landmine	
	{ 
		map textures/temperate_sd/master_grass_dirt3.tga
	        rgbGen identity
[B]		tcMod scale 2 2[/B]
	}	
   	{
      		map $lightmap
      		blendFunc GL_DST_COLOR GL_ZERO
      		rgbGen identity
   	} 
}

This is not easygen ready I think,as I use alphamod brushes…But still,you can look at this or look at the original maps shaders !
And believe me,it works,it has grasssteps,it is shaded and has a correct scale!


(Darkix) #9

Removed q3map, but the scale is still incorrect.

I had to rotate my map, which caused the shaders to get screwed, so I will redo my map in EasyGen, edit the shader again, and see if that helps.


(twt_thunder) #10

you have put the shader in the shaderlist.txt?


(masterkiller) #11

[QUOTE=Darkix;226570]tcMod? Tried it.

textures/map0/terrain_base
{
	nopicmips
	q3map_lightmapaxis z
	q3map_lightmapmergable
	q3map_tcMod scale 0.5 0.5
}

Put it as the base, let me try it as all the others too. No, still doesn’t work.

I have surfaceparms grasssteps already, still no sound. As you can see in Post 2:

textures/terrain_0to2
{
	q3map_baseshader textures/terrain_base
	qer_editorimage textures/temperate_sd/rock_ugly_brown.tga
	surfaceparm landmine
	surfaceparm grasssteps

I have a new question, but I’d like to get these two fixed first.[/QUOTE]

Put your shader again,

you miss that again here:
textures/map0/terrain_0to2

And what path you have in your func_group at shader key?

In the first post, you have map7 and now, map0 …


(Darkix) #12

I am getting so pissed off at EasyGen. I hate terrain. HATE IT.

I just spent 30 minutes editing and coloring the terrain, then exported it. Then I spent another hour cutting a hole out for the entrance to my building. Compiled it and FAPOW the grass is on the side of the hill instead of the floor where it should be. Now I need to go spend another 2 hours doing the same exact thing, which I’ll still have the same problem because tcMod scale 1 1 doesn’t fix it, and I still have no surface sound when I walk on it.


(Darkix) #13

tcMod by itself is not known. ‘tcMod Scale 1.2 1.2’. W:ET says it’s an unknown shader parameter.

I’m at the end of my rope here. I’ve spent the past week trying to fix this, and I still cannot do it correctly. I’m fed up with trying to get this crap figured out.

This is my .shader:


textures/NEWMAP2/terrain_base
{
	nopicmips
	q3map_lightmapaxis z
	q3map_lightmapmergable
	q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
	q3map_tcMod scale 1.172 1.172
}

textures/NEWMAP2/terrain_0
{
	q3map_baseshader textures/NEWMAP2/terrain_base
	qer_editorimage textures/stone/mxrock3_a.jpg
	surfaceparm landmine
	surfaceparm grasssteps
	q3map_tcMod scale 1.172 1.172
	{
		map textures/stone/mxrock3_a.jpg
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/NEWMAP2/terrain_1
{
	q3map_baseshader textures/NEWMAP2/terrain_base
	qer_editorimage textures/temperate_sd/master_grass_dirt3.tga
	surfaceparm landmine
	surfaceparm grasssteps
	q3map_tcMod scale 1.172 1.172
	{
		map textures/temperate_sd/master_grass_dirt3.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/NEWMAP2/terrain_2
{
	q3map_baseshader textures/NEWMAP2/terrain_base
	qer_editorimage textures/temperate_sd/dirt3.tga
	surfaceparm landmine
	surfaceparm grasssteps
	q3map_tcMod scale 1.172 1.172
	{
		map textures/temperate_sd/dirt3.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/NEWMAP2/terrain_0to1
{
	q3map_baseshader textures/NEWMAP2/terrain_base
	qer_editorimage textures/stone/mxrock3_a.jpg
	surfaceparm landmine
	surfaceparm grasssteps
	q3map_tcMod scale 1.172 1.172
	{
		map textures/stone/mxrock3_a.jpg
	}
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/NEWMAP2/terrain_0to2
{
	q3map_baseshader textures/NEWMAP2/terrain_base
	qer_editorimage textures/stone/mxrock3_a.jpg
	surfaceparm landmine
	surfaceparm grasssteps
	q3map_tcMod scale 1.172 1.172
	{
		map textures/stone/mxrock3_a.jpg
	}
	{
		map textures/temperate_sd/dirt3.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/NEWMAP2/terrain_1to2
{
	q3map_baseshader textures/NEWMAP2/terrain_base
	qer_editorimage textures/temperate_sd/master_grass_dirt3.tga
	surfaceparm landmine
	surfaceparm grasssteps
	q3map_tcMod scale 1.172 1.172
	{
		map textures/temperate_sd/master_grass_dirt3.tga
	}
	{
		map textures/temperate_sd/dirt3.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

Good luck if you can fix it. But I doubt anyone can. I’ve tried everything. I’m using the custom W:ET mode exporting from EasyGen. Now let’s all watch as this thread drops into the abyss of the forum pages.

This is the EasyGen file, already completed. If you want to give it a go, have fun.

http://www.multiupload.com/8GRHPG4WDT


(Darkix) #14

I’m not letting this die.


(twt_thunder) #15

find another upload site where i dont have to register…


(Darkix) #16

Except you don’t need to register to download from MU.


(Darkix) #17

Fixed, will be making a new question about shaders for my final problem.

The end problem was, I was writing my shaders into ‘Shaderlis.txt’ instead of ‘Shaderlist.txt’, which is why it didn’t read the script. &_&


(twt_thunder) #18

thought so :smiley: