this are the errors: (and ye there a few about the shader…)
Easygen problem
Open the shader and check
textures/terrain/terrain_1to2
textures/terrain/terrain_0to1
textures/terrain/terrain_2
textures/terrain/terrain_1
textures/terrain/terrain_0
Check the image it is referring to and then check in windows explorer that this image exists / has the right path.
ye i did this. no1 of the folders : /textures/terrain/… existed.
so i created them i put the images that it says in the shader into them…
but i doesnt work…
still the black-yellow boxes ingame and the same errors…
here is the shader, easygen created:
textures/terrain/terrain_0
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/easygen textures/grass_dense1_a.tga
rgbGen vertex
tcmod scale 0.427 0.533
}
}
textures/terrain/terrain_1
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/easygen textures/dirt.tga
rgbGen vertex
tcmod scale 0.427 0.533
}
}
textures/terrain/terrain_2
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/easygen textures/bergmitleichterschneedecke_152.tga
rgbGen vertex
tcmod scale 0.427 0.533
}
}
textures/terrain/terrain_0to1
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/easygen textures/grass_dense1_a.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.427 0.533
}
{
map textures/easygen textures/dirt.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.427 0.533
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
textures/terrain/terrain_0to2
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/easygen textures/grass_dense1_a.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.427 0.533
}
{
map textures/easygen textures/bergmitleichterschneedecke_152.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.427 0.533
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
textures/terrain/terrain_1to2
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/easygen textures/dirt.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.427 0.533
}
{
map textures/easygen textures/bergmitleichterschneedecke_152.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.427 0.533
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
textures/terrain/terrain.vertex
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/easygen textures/grass_dense1_a.tga
rgbGen vertex
tcmod scale 0.427 0.533
}
}
Doesn’t look like ET style shader template for me. Did you use ET shader template in EasyGen when you made the terrain?
Should look something like this:
textures/terrain3/terrain_0
{
q3map_baseshader textures/terrain3/terrain_base
qer_editorimage textures/temperate_sd/grass_dense1.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/grass_dense1.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
Watch this video tutorial: http://fmc.hex.ee/terrain.wmv
WolfET templates: http://www.webalice.it/bancala/files/wolfet_templates200312.zip
Hope it helps.
i really didnt use this templates…so thanks for that first 
now i use it and the shader looks like you said that it should look like and also watched the video and did everything the same way, but i still get the same errors ingame in the console like i posted above…
and still the black-yellow boxes ingame instead of the textures…
Shader file in shaderlist.txt, .egn painted, colors bound to textures, everything exported correctly, and ingame no texture… For me it sounds like a .pcx read issue by Gtk, but I can’t see why…
Can you post the Gtk console output while compiling?
maybe just the space in the texture path:
textures/easygen textures/grass_dense1_a.tga
most use and underscore like:
temperate_sd
so maybe change easygen textures to easygen_textures or easygentextures
might fix it.
nah sry that cant be the error cause the last time i also tried other textures to i also made another path the textures are from…i put them in etmain/textures and made there a new folder called “terrain”…so now the path of the textures is etmain/textures/terrain…no space in it…
current shader file is like this:
textures/terrain/terrain_base
{
nopicmips
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}
textures/terrain/terrain_0
{
q3map_baseshader textures/terrain/terrain_base
qer_editorimage textures/terrain/grass_dense1_a.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/terrain/grass_dense1_a.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/terrain/terrain_1
{
q3map_baseshader textures/terrain/terrain_base
qer_editorimage textures/terrain/rock_ugly_brown.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/terrain/rock_ugly_brown.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/terrain/terrain_2
{
q3map_baseshader textures/terrain/terrain_base
qer_editorimage textures/terrain/rock_grayvar.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/terrain/rock_grayvar.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/terrain/terrain_0to1
{
q3map_baseshader textures/terrain/terrain_base
qer_editorimage textures/terrain/grass_dense1_a.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/terrain/grass_dense1_a.tga
}
{
map textures/terrain/rock_ugly_brown.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/terrain/terrain_0to2
{
q3map_baseshader textures/terrain/terrain_base
qer_editorimage textures/terrain/grass_dense1_a.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/terrain/grass_dense1_a.tga
}
{
map textures/terrain/rock_grayvar.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/terrain/terrain_1to2
{
q3map_baseshader textures/terrain/terrain_base
qer_editorimage textures/terrain/rock_ugly_brown.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/terrain/rock_ugly_brown.tga
}
{
map textures/terrain/rock_grayvar.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
[QUOTE=Mateos;378702]
Can you post the Gtk console output while compiling?[/QUOTE]
bit difficult cause the console window close immediately after compiling…so i cant read everything just because its too fast…and making a screeni wont work because i wont hit the right place when to make it or?
any other ideas?
There is also a console window in GTK so everything you see in the black windows also appears in the gtk console, a white space at the bottom normally.
Anyway I don’t think you’ll see anything there.
But I don’t have another suggestion, from what you’ve told us I can’t see a problem, maybe supply the files in a zip and we can take a look?
so you wanna have to .map with my buildings, the textures i use and the easygen file?
Are you using original textures? (Included with Enemy Territory.)
Because I know that not having textures with proper size (2^n) causes phenomenon like that as well.
And your textures must be in “etmain/textures/terrain” folder.
If you can’t find console then shortcut for it is “O”.
Then there’s this theory: You have leak in your map and radiant will stop compile after it finds leak. (Can be turned off in preferences.)
There for you were always testing your old .bsp file.
Regards,
Kuningas.
i used only orginal textures now (only ones from the pak0)
textures also are in etmain/textures/terrain…
(thanks for the shurtcut)
and ye my map is really leaked but just a entity leak…
i now turned it off in preferences/build…
But still the same ingame…
dont really know what else i can do…
Thanks though,
Robert
compile log would help alot as without it we cant see where the compile goes wrong, also the contents of your world spawn would be usefull as some easygen’s dump stuff in there that dont help (first entity listed in the map file, open it in note pad)
compile file:
Setting up
Listening…
=== running build command ===
“C:/Program Files/GtkRadiant 1.5.0/q3map2.exe” -v -connect 127.0.0.1:39000 -game et -fs_basepath “C:/Program Files/Wolfenstein - Enemy Territory/” -fs_game etmain -meta -mv 1024 -mi 6144 “C:/Users/Robert/Desktop/terrain.map”
Connected.
2 threads
Q3Map - v1.0r © 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17
GtkRadiant - v1.5.0 Apr 26 2007 19:01:46
Last one turns the lights off
— InitPaths —
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory//etmain/
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory//etmain/
— BSP —
Creating meta surfaces from brush faces
Maximum lightmapped surface vertex count set to 1024
Maximum per-surface index count set to 6144
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
entering scripts/_unsorted.shader
Script file scripts/enless_sky.shader was not found
entering scripts/alpha.shader
entering scripts/alpha_sd.shader
entering scripts/assault.shader
entering scripts/assault_rock.shader
entering scripts/awf_props.shader
entering scripts/battery.shader
entering scripts/battery_wall.shader
entering scripts/bbmodels_mapobjects.shader
entering scripts/blimp.shader
entering scripts/bunker_sd.shader
entering scripts/castle_door.shader
entering scripts/castle_floor.shader
entering scripts/castle_window.shader
entering scripts/castle_wood.shader
entering scripts/chat.shader
entering scripts/chat_window.shader
entering scripts/chat_wood.shader
entering scripts/chateau.shader
entering scripts/common.shader
entering scripts/decals.shader
entering scripts/doors.shader
entering scripts/eerie.shader
entering scripts/egypt_door_sd.shader
entering scripts/egypt_floor_sd.shader
entering scripts/egypt_props_sd.shader
entering scripts/egypt_rock_sd.shader
entering scripts/egypt_trim_sd.shader
entering scripts/egypt_walls_sd.shader
entering scripts/egypt_windows_sd.shader
entering scripts/egypt_wood_sd.shader
entering scripts/factory_sd.shader
entering scripts/fueldump.shader
entering scripts/gfx_2d.shader
entering scripts/gfx_clipboard.shader
entering scripts/gfx_damage.shader
entering scripts/gfx_hud.shader
entering scripts/gfx_limbo.shader
entering scripts/gfx_misc.shader
entering scripts/goldrush.shader
entering scripts/icons.shader
entering scripts/levelshots.shader
entering scripts/lights.shader
entering scripts/liquids.shader
entering scripts/liquids_sd.shader
entering scripts/mapfx.shader
entering scripts/metal_misc.shader
entering scripts/metals_sd.shader
entering scripts/miltary_door.shader
entering scripts/miltary_trim.shader
entering scripts/miltary_wall.shader
entering scripts/models_ammo.shader
entering scripts/models_foliage.shader
entering scripts/models_furniture.shader
entering scripts/models_mapobjects.shader
entering scripts/models_multiplayer.shader
entering scripts/models_players.shader
entering scripts/models_shards.shader
entering scripts/models_weapons2.shader
entering scripts/mp_goldrush.shader
entering scripts/mp_guns.shader
entering scripts/mp_railgun.shader
entering scripts/mp_rocket.shader
entering scripts/mp_seawall.shader
entering scripts/mp_siwa.shader
entering scripts/mp_wurzburg.shader
entering scripts/props.shader
entering scripts/props_sd.shader
entering scripts/radar.shader
entering scripts/railgun_props.shader
entering scripts/railway_sd.shader
entering scripts/rock.shader
entering scripts/rubble.shader
entering scripts/seawall_wall.shader
entering scripts/sfx.shader
entering scripts/shadows.shader
entering scripts/siwa_fx_sd.shader
entering scripts/siwa_props_sd.shader
entering scripts/siwa_skyboxes_sd.shader
entering scripts/skies.shader
entering scripts/skies_sd.shader
entering scripts/snow.shader
entering scripts/snow_sd.shader
entering scripts/sprites.shader
entering scripts/stone.shader
entering scripts/swf.shader
entering scripts/temperate_sd.shader
entering scripts/terrain.shader
entering scripts/textures.shader
entering scripts/tobruk_wall_sd.shader
entering scripts/tobruk_windows_sd.shader
entering scripts/town_props.shader
entering scripts/town_roof.shader
entering scripts/town_wall.shader
entering scripts/town_window.shader
entering scripts/town_wood.shader
entering scripts/tree.shader
entering scripts/ui_assets.shader
entering scripts/ui_assets2.shader
entering scripts/villa_sd.shader
entering scripts/village.shader
entering scripts/wood.shader
entering scripts/xlab_door.shader
entering scripts/xlab_props.shader
entering scripts/xlab_wall.shader
Script file scripts/XXX.shader was not found
entering scripts/camera.shader
1994 shaderInfo
— LoadMapFile —
Loading C:/Users/Robert/Desktop/terrain.map
entering C:/Users/Robert/Desktop/terrain.map
WARNING: Couldn’t find image for shader textures/NULL
Entity 1 (func_group) has shader index map “terrain.pcx”
5812 total world brushes
5349 detail brushes
8 patches
16013 boxbevels
10269 edgebevels
247 entities
30832 planes
0 areaportals
Size: -3750, -3000, -64 to 3750, 3000, 1604
— ProcessDecals —
0 decal projectors
— CreateMapFogs —
0 fogs
############### model 0 ###############
block size = { 1024 1024 1024 }
BSP bounds: { -3750.013428 -3000.013672 -64.000000 } { 3750.020996 3000.011963 1604.007690 }
Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }
— PatchMapDrawSurfs —
8 patches
6 patch LOD groups
— FaceBSP —
4192 faces
2802 leafs
— MakeTreePortals —
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
Entity 3, Brush 0: Entity leaked
146 tiny portals
0 bad portals
— FilterStructuralBrushesIntoTree —
709 structural brushes
1425 cluster references
— FloodEntities —
1472 flooded leafs
entity reached from outside – no filling
— LeakFile —
10 point linefile
MAP LEAKED
— CullSides —
1369 hidden faces culled
7 coincident faces culled
— ClipSidesIntoTree —
— NumberClusters —
1497 visclusters
4917 visportals
5435 solidfaces
— FloodAreas —
13 areas
— AddTriangleModels —
— AddEntitySurfaceModels —
— FilterDetailBrushesIntoTree —
5103 detail brushes
10558 cluster references
----- FogDrawSurfs -----
0 fog polygon fragments
0 fog patch fragments
0 fogged drawsurfs
— SubdivideFaceSurfaces —
— FixTJunctions —
4158 axial edge lines
6970 non-axial edge lines
0 degenerate edges
2235 verts added for T-junctions
29390 total verts
7499 naturally ordered
437 rotated orders
97 can’t order
0 broken (degenerate) surfaces removed
— ClassifyEntitySurfaces —
— TidyEntitySurfaces —
0 empty or malformed surfaces deleted
— MakeEntityDecals —
(0)
0 decal surfaces
— MakeEntityMetaTriangles —
0…1…2…3…4…5…6…7…8…9… (0)
8033 total meta surfaces
7961 stripped surfaces
72 fanned surfaces
0 patch meta surfaces
29462 meta verts
13468 meta triangles
— TidyEntitySurfaces —
8033 empty or malformed surfaces deleted
— SmoothMetaTriangles —
0…1…2…3…4…5…6…7…8…9… (1)
2597 smoothed vertexes
— MergeMetaTriangles —
0…1…2…3…4…5…6…7…8…9… (2)
2150 surfaces merged
71808 vertexes merged
— FilterDrawsurfsIntoTree —
12436 references
2227 (2227) emitted drawsurfs
7961 stripped face surfaces
72 fanned face surfaces
0 surface models generated
0 skybox surfaces generated
0 SURFACE_BAD surfaces
0 SURFACE_FACE surfaces
8 SURFACE_PATCH surfaces
69 SURFACE_TRIANGLES surfaces
0 SURFACE_FLARE surfaces
0 SURFACE_FOLIAGE surfaces
0 SURFACE_FORCED_META surfaces
2150 SURFACE_META surfaces
0 SURFACE_FOGHULL surfaces
0 SURFACE_DECAL surfaces
0 SURFACE_SHADER surfaces
17997 redundant indexes supressed, saving 70 Kbytes
— FixBrushSides —
— EndModel —
19 light entities stripped
30838 BSP planes
— WriteSurfaceExtraFile —
Writing C:/Users/Robert/Desktop/terrain.srf
Writing C:/Users/Robert/Desktop/terrain.bsp
Wrote 2.6 MB (2702160 bytes)
12 seconds elapsed
Disconnecting
Connection closed.
ok thats a start.
“C:/Users/Robert/Desktop/terrain.map” - not a valid path, needs to be in “…Enemy Territory/etmain/maps/mymap.map”
entering scripts/shaderlist.txt (2) - remove custom paks from your mapping install of ET
WARNING: node without a volume node has 0 tiny portals - run brush clean up, you got unseen collaped brushes in the level
MAP LEAKED - fix or your wasting your time with above
Compile and post log but use
tags next time.
[i]edit[/i]
also call your shader something else as it may conflict with an exsisting shader with that name textures/mymap/terrain_#
Mate you fixed it 
Thank you alot mates for all who tried to help me.
You were a great help to me 
Thank you.
If i have any further problems i know whats the right forum is for it 
Best regards,
Robert
