Easygen and Radiant


(Gremlin) #1

Hello again,
failed to solve the problem myself or find an answer in the forum …

I followed the simple example on how to use easygen on wolfroject.net
Well, it was ok, until I opened the map in Radiant.
Skies were without texture, but it’s ok, easygen did not deal with it,
but the whole terrain was without texture as well. I did not change the locations of the textures, because I work on the same derictory (etmain) in Radiant and Easygen, so, if Easygen “sees” the textures, Radiant shoul “see” them as well, right?
I’ll be more than glad to hear some suggestionsfor what went wrong during my work.

Thanx.


(MindLink) #2

The whole terrain only shows up with the texture labeled “terrain” in Radiant, you don’t see the actual textures in the editor, only in-game.


(NOP) #3

NO you don’t see the terrain in radiant but you should see it in game. If you don’t see it in game either then post again. (you should however see the terrain0 texture…looks like a chessboard in radiant.)

EDIT: looks like mindlink beat me to it


(Gremlin) #4

Oh, I see …
Well, in the game I only see orange-black squares …

this is my dir tree, something wrong with it?

Wolfenstein - Enemy Territory
…|
…|----- etmain
…|
…|-------- textures
…|
…|----- my_textures
…|
…|----- terrain_tut <-- terrain textures
…|
…|------ dirt_m03i.jpg
…|
…|------ grass_dm01.jpg

strange thing, shader in scripts directory looks like this:

textures//terrain_0
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/textures_tut/s_dirt_m03i_2.jpg
rgbGen vertex
tcmod scale 0.250 0.250
}
}

why there is “//” ? I think it should be textures_tut, right?


(MindLink) #5

it seems like you forgot to specify a “shader-subdirecty” when you exported from easygen, have a look again at the settings when you export the .map from easygen and make sure to fill in every field.


(Gremlin) #6

hmm …
I inserted all fields, but when I pressed preview it was “//”
so I changed it manually.
During the compilation I got : “WARNING: Couldn’t find image for shader textures/terrain_tut/terrain_0”

but I see the texture in the game …

anyone can explain what happened?

Oh, and how to avoid that bullets will make holes in the terrain?


(rgoer) #7

Hmmm, maybe you should read this. And then, once you’ve read it, read it again. For good measure, read it a third time. All your questions will be answered.

Except for the part about the “WARNING: Couldn’t find image for shader…” error message. That has to do with the EasyGen templates not quite being up to snuff. Here, I’ve updated my wolfET templates for EasyGen, you can download them here. Unzip that .zip file to your EasyGen “templates” directory, and then chose “wolfet” as the template to use upon “terrain entity” export. You’ll still have to manually edit the .shader file in order to move the baseshader up to the top of the file, instead of the bottom…


(NOP) #8

You should avoid creating directories inside other directories inside textures. Meaning avoid this
/etmain/textures/directory1/directory2/mytexture.jpg and instead use this

/etmain/textures/directory1/mytexture.jpg

I’m pretty sure you’ll have problems if you use multiple directory levels under textures so try to stay at one

You’re either missing the ET plugin for easygen or you are not using it.
you should find the ET plugin here http://digilander.libero.it/ilbanca/

Then when you export make sure you select wolfet at the template selection. (somehow I’ve mistakenly uninstalled easygen from my computer so I forgot what this field is called exactly)

You’ll get these many times, I think as long as you see the image ingame everything is fine…though i could be wrong.

Go under your terrain shader (/textures/myshader/terrain0 and so forth)
and change the surface parameters to what you want it. The complete list of surface parameters for brush type is in the ET level designer reference. Since this is terrain you’ll probably either use surfaceparm grasssteps or snowsteps but it’s up to you.

here’s an example

textures/test_shader/terrain_1
{
q3map_baseshader textures/test/terrain_base
surfaceparm landmine
surfaceparm grasssteps
{
map textures/test/ground.tga
tcMod scale 0.063 0.063
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

Look at the various splash damage shader files that have terrain shaders for a better idea. The goldrush shader is a good place to start.


(rgoer) #9

Don’t use that one. It was put together in a half-assed fashion, using outdated shader methods (tcmod scale, no radiosity images). Use the one from my post earlier, available here. It uses tcGen ivector and enables correct terrain radiosity, among other fixes. EasyGen’s shader export still has the bug of putting the baseshader last, so it is still up to you to manually change that to first in the .shader file. Also, some hand-tweaking of the iVector values will probably be necessary, depending on the sizes of the textures you are using.


(Gremlin) #10

Thanx a lot for the help! :clap:


(MuffinMan) #11

sorry for the inconvenience - this is my tutorial and i didn’t update it since ages although the subdirectory error is not my fault. i did the tutorial for the old q3map with an outdated version of easygen (while it didn’t change that much) i really have to update that one soon! probably the next weeks

hope it did help at least a bit…


(Gremlin) #12

I downloaded the templates and put em in the templates directory, shouldn’t I see them in the drop down box when I export the map?
Should I load them some way to see them?

thanx.


(Brevik) #13

Apologies for dragging up an old thread, but I’m having the same problem, I’ve unzipped the templates to the templates directory, but they don’t show up in the drop down list - does anybody have any ideas?

It’s driving me nuts today and it’s probably something really simple (I’m not thinking straight), but I’d rather look a bit daft then get anymore frustrated with it. :\

Cheers,

Brevik


(Chruker) #14

Add it to the templatelist.txt file in the same directory

This is the content of mine:


// this should work with vanilla q3, rtcw and so on
standard

// this should work with the amazing ydnar's q3map2
q3map2

// this should work with the amazing ydnar's q3map2
wolfet


(Brevik) #15

bangs head against a brick wall

Oh good grief, I really was being daft, thanks for that Chruker…