EasyGen HELP


(WL6) #1

What’s going on here?


I seem to be able to export my terrain made with EasyGen to a map file, but they seem to have no bsp file?

How do I fix this?


(twt_thunder) #2

import it to gtk radiant, you have to compile it to get a bsp


(WL6) #3

I have done so, and saved it in gtk radiant… but when I try to compile I’m told it doesn’t have a bsp.


(twt_thunder) #4

Start up the game, take down console
Write:

\sv_pure 0
\devmap yourmapname

Edit: no sorry, i haven’t done rtcw maps, so this one i cant help you with


(WL6) #5

Ok, I’ve figured it out (the paths for easygen were not set up properly)… but now I have a new problem:


The texture itself isn’t showing up in game… it’s not a custom texture either so it should have the appropriate shader.


(ronboy) #6

I think the terrain must use the terrain texture (found in the common texture folder). Have a look at the map mp_beach that came with Radiant. I’ve noticed the terrain in this map uses the terrain texture. Select a terrain texture, then load the entity properties window (N key on your keyboard). Maybe this will fix your problem. :slight_smile:


(WL6) #7

Yes I am using the terrain texture, in fact EasyGen does all that for you.


(WL6) #8

Ok figured it out:

« I can’t see any textures applied over the terrain in game, I get the hologrid :frowning: How can I solve this? »
Always use a number power of 2 (256, …) for the width and height of a single division.

Also, easygen doesn’t seem to generate bsp files… so you need to actually make a map with GTKradiant first and THEN import the file over an existing map with a bsp.


(Mateos) #9

Update your scripts/shaderlist.txt as well with the new one, and check console for errors.


(WL6) #10

Is there a particular update I should be looking at?

I recently got 1.4


(-SSF-Sage) #11

Add your shader file name in the list. Eg. If you have sweetterrain.shader file in your scripts folder that includes your terrain shaders, then add this into the end of shaderlist.txt:

sweetterrain


(ailmanki) #12

I suggest to use this workflow: http://forums.warchest.com/showthread.php/36344-Use-patches-to-create-terrain
instead of easygen.


(-SSF-Sage) #13

[QUOTE=ailmanki;472596]I suggest to use this workflow: http://forums.warchest.com/showthread.php/36344-Use-patches-to-create-terrain
instead of easygen.[/QUOTE]

I would never suggest this for SP. It would take a small miracle to get the AAS compiled. Even if you did, the AI would most likely be lagging or running zigzag. AI’s are really selective for terrain. I suggest you to run around the terrain with a friendly ai with followcast player command and you will know how AI will run. Sometimes it takes almost flat land and he would still go zigzag.


(Mateos) #14

Let’s see first if updating the shaderlist.txt file works ^^’

Is SimonOC tutorial working for RtCW?


(ailmanki) #15

But then he would have same troubles with EasyGen right?


(WL6) #16

I’ve figured out a way to work it, I’ll just export the map on to an existing map that already has a bsp… works perfectly fine.


(Mateos) #17

Also, you checked the “shaders” part when you exported from EG, not only the map alone?


(-SSF-Sage) #18

If we don’t make it clean, no matter how it is made it will end up in troubles. W-ET do not mind how we work things. Even RTCW MP is not that bad. EasyGen is known for making relatively clean trisoup. The changes of succeeding are bigger with Easygen. Unlike for example the wonderfully started project Fate. I create and perfect every single brush in my terrain manually. And even then I must tweak it for aas.

[QUOTE=Mateos;472612]
Is SimonOC tutorial working for RtCW?[/QUOTE]

With a little shader fine tuning yes. I’ve used it in SP Capuzzo.


(WL6) #19

New problem:

Why is the terrain ‘lit up’ in certain parts where it shouldn’t be?



(sd2009) #20

[QUOTE=WL6;472672]New problem:

Why is the terrain ‘lit up’ in certain parts where it shouldn’t be?


[/QUOTE]

Remember that the lighting depends on several factors. The light you set
inside the 3D world, the sky light that is emitted by the sky that you used,
and the ambient light that can be set manually by editing the map file.
The sky has a built in source of light with a certain angle, height, and intensity.
The terrain may receive light but some models do not. Sometimes, light passes
through closed windows and even doors. The behaviour of gtkradiant and
wolfsp.exe depends on several factors. Lighting models need another source
of light than the standard light entity. Obstacles in your 3D world might prevent
the light to rearch to some parts of your terrain depending on the position of
the source of the light. Light travels theoretically in straight lines but reflections
distribute the light rays in different directions.

I had irregularly luminated triangles when I used gtkradiant 1.40 with EasyGen
1.42 and q3map2 2.6x.

There are lots of factors that you must take into consideration while mapping.
Mapping is only a partial simulation of the real world. It is not a real time
simulation. In the real world, a lamp luminates the room regularly to a certain
extent. In gtkradiant/wolfsp.exe it does not. The instensity of a light source decreases
as soon as you get further from the center of the light source, depending on the
fade parameter value. 0.1 generates a smoother effect of light. A lower value, example 0.001 generates extreme smooth effects.

Lighting is a subject and project by itself, just as scripting, compiling, texturing,
modelling, and testing are.

Good luck