EasyGen prob (textures)


(retredmadcat) #1

hey :frowning:

i made a terrain with easygen today… tested it, and textures couldnt be found :???:
i tried making terrain about 3 times already, did exactly the same and the textures worked… but now somehow they dont :S

the textures i used (the map i loaded in easygen) was textures/temperate_sd/…
but in ET it says something with shader image missing "textures/river/terrain1 (and 1to2 etc…)

my map name is river (obviously) and with making the .map file in easygen i did:

Alphamap:
filename: etmain/river.pcx

Metashader:
filename: etmain/scripts/river.shader
name: textures/ river /terrain

the italic text is what i entered myself… i just used default maps etc… it worked before… but not anymore :???:

EDIT
i just saw i used ‘standard’ under ‘templates’ this time, and i used q3map2 last time when it worked… is this the problem?!
i dont wanna try to try it just yet, as i didnt save the easygen file (stupid… -_-’ ) so i have to retexture everything… im hoping there is an easier solution…


(DAbell) #2

Hi

Have you downloaded the ET template for Easygen or are you using something else.

With regards to the textures have you extracted the contents of the pak.0 file and copied the textures you want to use out into a new folder textures folder in your etmain, does that textures/river/terrain folder actually exist and does it have the textures that you used in it.

if you use the search button at the top and put in easygen with my name dabell as the suthor you will find a few threads from when i was having easygen problems.

If you haven’t already check this link to a good tutorial.

http://www.wolfensteinx.com/surface/tutorials/easygen.html

Well good luck.

<DJ>


(retredmadcat) #3

No, as i said in my post i used standard when it didnt work and q3map2 when it worked…

i extracted pak0.pk3 into etmain, and there is a map textures, but there is NO map textures/river… i thought easygen should create it? well it didnt…


(DAbell) #4

No i’m afraid Easygen does not create those folders for you, you need to create a folder callled textures in ETMain if you haven’t already and inside that create a folder called river then inside that copy the textures that you want to paint onto your landscape in to that folder.

When your in Easygen browse to that folder to select the textures that you want to apply.

Make sure you read that tutorial well and you shouldn’t go wrong.

<DJ>

EDIT

Does anyone know what has happened to the Easygen Website it has dropped off the face of the earth.

Retred if you want that ET template PM me your email and i’ll send it to you later once i have finished work.

Maybe give FATE a try

http://www.vis.uni-stuttgart.de/~rose/stuff/fate/

http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=13332


(retredmadcat) #5

I got it working again today… just by using q3map2 as template…

now however, i have another prob :frowning:

i was using Gtk Radiant 1.5 for a moment, but got some problems and plugins which werent there etc… i compiled the map and the textures worked…

then i switched to 1.4 so i could use thicken patch etc… i made a bridge blabla and i compiled, and ran the map, and suddenly the TERRAIN textures are completely invisible :???: :???: i can see the skybox under my feet… the brushes are still there tho (i can walk on them) but theyre invisible…

i this due to the switch from 1.5 to 1.4???


(retredmadcat) #6

ok i started from scratch again…
now i noticed that the textures weren’t tiling in ET as they were in Easygen… i made them a bit bigger in easygen with + keypad key and it didnt change in ET…
i also tried the surface inspector thingy in Gtk but im unsure if it will work cos in ET there is the “terrain” texture, instead of the blended textures i have in game…
how to scale up the terrain a bit??


(]UBC[ McNite) #7

a) EasyGen has trouble putting the shaderfiles into the right place. But you can do that easily, so you can work around that. Just create a /river folder inside the textures folder, and put your custom textures in there. Your shader from EasyGen goes into the /scripts folder. You might want to rename the path of the single terrain shaders inside your .shader. Then in the worldspawn check whether the path of the shaders is correct.

b) You don’t need the ET template for EasyGen. Its nice cuz it does some stuff for you, but you dont need it. Also when you use the ET template, I think it adds surfaceparm landmine to all shaders, and that s kinda weird on rock textures.

c) When the texture scaling size in ET isn’t what you wanted, just edit the shader from EasyGen manually. Read a bit in the Shadermanual about tcMod scale. That s what you need to change to adjust the texture “size”. This way is much easier and faster than messing with the size in EasyGen. All you need is 1 compile, and after each edit of the shader just reload the map in ET to check the new size. No recompile necessary.

d) There are already several maps with “river” in the name: ROP_River, TheRiver II, TheRiver II Redux… you might want another name because a unique name is just better.

e) And this is cool about EasyGen: when you want the textures in your map to cover different areas, all you need to export from EasyGen is your .pcx file which goes into etmain. No need to export the terrain again, or a new .shader (unless you want more different terrain textures than you had before).

f) About solid terrain that is transparent: I bet u a pint that you have your terrain in your map twice. Brushes that are the same size and in exactly the same space kinda annihilate each other. Its a solid brush, but completely transparent. It can also happen when you use ctrl+Z after texture-work (its a bug in radiant).


(retredmadcat) #8

thnx for that :slight_smile:

tcMod scale seems to be what im looking for… however, it doesnt work :???:

i firs tried adding ‘q3map2 tcMod scale 2 2’ like this:


textures/map/terrain_0
{
	q3map_lightmapsamplesize 64
	q3map_lightmapaxis z
	q3map_texturesize 512 512
	q3map_tcGen ivector ( 560 0 0 ) ( 0 560 0 )
	{
		map textures/desert_sd/sand_wave_desert.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		tcGen lightmap
		q3map_tcMod scale 2 2
	}
}

(last line)

i saved the shader file and ran the map again, but it now had the yellow/black texture meaning it couldnt find the textures :S

i tried again using ‘tcMod scale 2 2’ like this:


textures/map/terrain_0
{
	q3map_lightmapsamplesize 64
	q3map_lightmapaxis z
	q3map_texturesize 512 512
	q3map_tcGen ivector ( 560 0 0 ) ( 0 560 0 )
	{
		map textures/desert_sd/sand_wave_desert.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		tcGen lightmap
		tcMod scale 2 2
	}
}

and nothing changed… i tried different values instead of 2 2 but nothing made anything change…

i guess its in the wrong place orso? im stuck, i dunno what i do wrong :???:

btw my map name is not gonna be river, it was just how i named the .map file from easygen :stuck_out_tongue:


(]UBC[ McNite) #9

no i was talking bs… sorry for that. tcMod scale is not for terrain shaders i d say. Having had a look at my old terrain shaders I see that I modifyed the q3map_tcGen ivector a bit. So basically you could try a larger number than 560 to get a larger size of the texture.


(nUllSkillZ) #10

Easygen doesn’t export the shaders correctly.
There’s a base shader at the end of the shaderfile that belongs to the top.
So cut the base shader and paste it at the beginning of the file.


(]UBC[ McNite) #11

Afaik you only get the base shader when you use the ET template though (which isnt needed).