Easygen problem


(Rob3rt) #41

Damn i think this will make me crazy.
I just swapped the grass texture (grass_dense1) to the grass textur master_grass_dirt3.
But i also extracted it out of the pak0 file so it is an orginal file from ET.

But now the same thing again.
When i am ingame i get the yellow-black squares…

But the map is not leaked and i really just swapped the texture and let everything else like it was…

Compile file from gtk radiant:

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:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/Operation_Controlpoint.map"
Connected.
2 threads
Q3Map         - v1.0r (c) 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/operation_controlpoint.shader
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
     2005 shaderInfo
--- LoadMapFile ---
Loading C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/Operation_Controlpoint.map
entering C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/Operation_Controlpoint.map
WARNING: Couldn't find image for shader textures/NULL
Entity 1 (func_group) has shader index map "operation_controlpoint.pcx"
     5885 total world brushes
     5365 detail brushes
        9 patches
    16053 boxbevels
    10200 edgebevels
      244 entities
    30794 planes
        0 areaportals
Size: -3808, -3056,   -64 to  3856,  3080,  2008
--- ProcessDecals ---
        0 decal projectors
--- CreateMapFogs ---
        0 fogs
############### model 0 ###############
block size = { 1024 1024 1024 }
BSP bounds: { -3808.000000 -3056.000000 -64.000000 } { 3856.000000 3080.000000 2008.000000 }
Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }
--- PatchMapDrawSurfs ---
        9 patches
        7 patch LOD groups
--- FaceBSP ---
     4523 faces
     3686 leafs
--- MakeTreePortals ---
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
Entity 169, Brush 0: Entity leaked
      129 tiny portals
        0 bad portals
--- FilterStructuralBrushesIntoTree ---
      765 structural brushes
     1941 cluster references
--- FloodEntities ---
     1735 flooded leafs
--- FillOutside ---
     1721 solid leafs
      230 leafs filled
     1735 inside leafs
--- CullSides ---
     6516 hidden faces culled
        9 coincident faces culled
--- ClipSidesIntoTree ---
WARNING: Couldn't find image for shader textures/terrain/Operation_Controlpoint_2
WARNING: Couldn't find image for shader textures/terrain/Operation_Controlpoint_1to2
WARNING: Couldn't find image for shader textures/terrain/Operation_Controlpoint_1
WARNING: Couldn't find image for shader textures/terrain/Operation_Controlpoint_0to1
WARNING: Couldn't find image for shader textures/terrain/Operation_Controlpoint_0
--- FaceBSP ---
     2819 faces
     2768 leafs
--- MakeTreePortals ---
      157 tiny portals
        0 bad portals
--- FilterStructuralBrushesIntoTree ---
      765 structural brushes
     2074 cluster references
--- NumberClusters ---
     1468 visclusters
     4700 visportals
     5464 solidfaces
--- WritePortalFile ---
writing C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/Operation_Controlpoint.prt
--- FloodAreas ---
        1 areas
--- AddTriangleModels ---
--- AddEntitySurfaceModels ---
--- FilterDetailBrushesIntoTree ---
     5120 detail brushes
    20524 cluster references
----- FogDrawSurfs -----
        0 fog polygon fragments
        0 fog patch fragments
        0 fogged drawsurfs
--- SubdivideFaceSurfaces ---
--- FixTJunctions ---
     4390 axial edge lines
     7093 non-axial edge lines
        0 degenerate edges
     2276 verts added for T-junctions
    30227 total verts
     7652 naturally ordered
      458 rotated orders
      106 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)
     8216 total meta surfaces
     8148 stripped surfaces
       68 fanned surfaces
        0 patch meta surfaces
    30295 meta verts
    13931 meta triangles
--- TidyEntitySurfaces ---
     8216 empty or malformed surfaces deleted
--- SmoothMetaTriangles ---
0...1...2...3...4...5...6...7...8...9... (1)
     2624 smoothed vertexes
--- MergeMetaTriangles ---
0...WARNING: Flipped triangle: (    64   1080    384) (     0   1080    384) (   150   1080    384)
1...2...3...4...5...6...7...8...9... (1)
     2292 surfaces merged
    72796 vertexes merged
--- FilterDrawsurfsIntoTree ---
    12434 references
     2370 (2370) emitted drawsurfs
     8148 stripped face surfaces
       68 fanned face surfaces
        0 surface models generated
        0 skybox surfaces generated
        0 SURFACE_BAD surfaces
        0 SURFACE_FACE surfaces
        9 SURFACE_PATCH surfaces
       69 SURFACE_TRIANGLES surfaces
        0 SURFACE_FLARE surfaces
        0 SURFACE_FOLIAGE surfaces
        0 SURFACE_FORCED_META surfaces
     2292 SURFACE_META surfaces
        0 SURFACE_FOGHULL surfaces
        0 SURFACE_DECAL surfaces
        0 SURFACE_SHADER surfaces
    19170 redundant indexes supressed, saving 74 Kbytes
--- FixBrushSides ---
--- EndModel ---
       19 light entities stripped
    30812 BSP planes
--- WriteSurfaceExtraFile ---
Writing C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/Operation_Controlpoint.srf
Writing C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/Operation_Controlpoint.bsp
Wrote 2.7 MB (2785116 bytes)
       13 seconds elapsed
Disconnecting
Connection closed.

Shader:

textures/terrain/terrain_0
{
	q3map_baseshader textures/terrain/terrain_base
	qer_editorimage textures/terrain/master_grass_dirt3.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/terrain/master_grass_dirt3.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_3
{
	q3map_baseshader textures/terrain/terrain_base
	qer_editorimage textures/terrain/grass_dense1.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/terrain/grass_dense1.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/terrain/terrain_0to1
{
	q3map_baseshader textures/terrain/terrain_base
	qer_editorimage textures/terrain/master_grass_dirt3.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/terrain/master_grass_dirt3.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/master_grass_dirt3.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/terrain/master_grass_dirt3.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_0to3
{
	q3map_baseshader textures/terrain/terrain_base
	qer_editorimage textures/terrain/master_grass_dirt3.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/terrain/master_grass_dirt3.tga
	}
	{
		map textures/terrain/grass_dense1.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
	}
}

textures/terrain/terrain_1to3
{
	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/grass_dense1.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/terrain/terrain_2to3
{
	q3map_baseshader textures/terrain/terrain_base
	qer_editorimage textures/terrain/rock_grayvar.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/terrain/rock_grayvar.tga
	}
	{
		map textures/terrain/grass_dense1.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

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

i also added the shader to the shaderlist.txt…

Thanks for you answer in advance,
Robert


(Mateos) #42
  1. You wrote a typo in shaderlist.txt, endless_sky and not enless_sky; Strange you’ve 2 shaderlist.txt o.o

  2. WARNING: Couldn’t find image for shader textures/NULL
    Check when you export with EG :slight_smile: Not sure it’s it

  3. 0…WARNING: Flipped triangle: ( 64 1080 384) ( 0 1080 384) ( 150 1080 384)
    Done Brush Cleanup?


(PasaKuningas) #43

This:


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

Should be before this:


textures/terrain/terrain_0
{
	q3map_baseshader textures/terrain/terrain_base
	qer_editorimage textures/terrain/master_grass_dirt3.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/terrain/master_grass_dirt3.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

If I recall correctly.

Also your map is searching for


WARNING: Couldn't find image for shader textures/terrain/Operation_Controlpoint_2
WARNING: Couldn't find image for shader textures/terrain/Operation_Controlpoint_1to2
WARNING: Couldn't find image for shader textures/terrain/Operation_Controlpoint_1
WARNING: Couldn't find image for shader textures/terrain/Operation_Controlpoint_0to1
WARNING: Couldn't find image for shader textures/terrain/Operation_Controlpoint_0

Not: textures/terrain/terrain_0 et cetera.


(Rob3rt) #44

i def dont have 2 shaderlist.txt files…i searched through the script folder manually and also let my computer search through the whole computer but there is no second shaderlist.txt ?! :open_mouth:

[QUOTE=Mateos;380056]2) WARNING: Couldn’t find image for shader textures/NULL
Check when you export with EG :slight_smile: Not sure it’s it[/QUOTE]

also saw this but didnt really knew what that means? what should i have a look for when exporting with EG?

[QUOTE=Mateos;380056]3) 0…WARNING: Flipped triangle: ( 64 1080 384) ( 0 1080 384) ( 150 1080 384)
Done Brush Cleanup?[/QUOTE]

yep did…


(Rob3rt) #45

[QUOTE=PasaKuningas;380057]This:


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

Should be before this:


textures/terrain/terrain_0
{
	q3map_baseshader textures/terrain/terrain_base
	qer_editorimage textures/terrain/master_grass_dirt3.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/terrain/master_grass_dirt3.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

If I recall correctly.[/QUOTE]

Ok forgot but its like you wrote now…

[QUOTE=PasaKuningas;380057]Also your map is searching for


WARNING: Couldn't find image for shader textures/terrain/Operation_Controlpoint_2
WARNING: Couldn't find image for shader textures/terrain/Operation_Controlpoint_1to2
WARNING: Couldn't find image for shader textures/terrain/Operation_Controlpoint_1
WARNING: Couldn't find image for shader textures/terrain/Operation_Controlpoint_0to1
WARNING: Couldn't find image for shader textures/terrain/Operation_Controlpoint_0

Not: textures/terrain/terrain_0 et cetera.[/QUOTE]

I also dont know why its searching for these textures…infact they are not existing.
Like i wrote i use the orginal shader of EG…and the 3 textures i use are in textures/terrain/


(PasaKuningas) #46

[QUOTE=Rob3rt;380162]Ok forgot but its like you wrote now…

I also dont know why its searching for these textures…infact they are not existing.
Like i wrote i use the orginal shader of EG…and the 3 textures i use are in textures/terrain/
…[/QUOTE]

WARNING: Couldn’t find image for shader textures/terrain/Operation_Controlpoint_2
WARNING: Couldn’t find image for shader textures/terrain/Operation_Controlpoint_1to2
WARNING: Couldn’t find image for shader textures/terrain/Operation_Controlpoint_1
WARNING: Couldn’t find image for shader textures/terrain/Operation_Controlpoint_0to1
WARNING: Couldn’t find image for shader textures/terrain/Operation_Controlpoint_0

These are not textures but shaders. You most likely renamed something and forgot to rename them in every place needed.
Your map is using scripts/operation_controlpoint.shader for terrain not the one you posted above.

Your real shader (operation_controlpoint.shader) should look something like this:


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

textures/terrain/Operation_Controlpoint_0
{
	q3map_baseshader textures/terrain/Operation_Controlpoint_base
	qer_editorimage textures/terrain/master_grass_dirt3.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/terrain/master_grass_dirt3.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/terrain/Operation_Controlpoint_1
{
	q3map_baseshader textures/terrain/Operation_Controlpoint_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/Operation_Controlpoint_2
{
	q3map_baseshader textures/terrain/Operation_Controlpoint_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/Operation_Controlpoint_3
{
	q3map_baseshader textures/terrain/Operation_Controlpoint_base
	qer_editorimage textures/terrain/grass_dense1.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/terrain/grass_dense1.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/terrain/Operation_Controlpoint_0to1
{
	q3map_baseshader textures/terrain/Operation_Controlpoint_base
	qer_editorimage textures/terrain/master_grass_dirt3.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/terrain/master_grass_dirt3.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/Operation_Controlpoint_0to2
{
	q3map_baseshader textures/terrain/Operation_Controlpoint_base
	qer_editorimage textures/terrain/master_grass_dirt3.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/terrain/master_grass_dirt3.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/Operation_Controlpoint_0to3
{
	q3map_baseshader textures/terrain/Operation_Controlpoint_base
	qer_editorimage textures/terrain/master_grass_dirt3.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/terrain/master_grass_dirt3.tga
	}
	{
		map textures/terrain/grass_dense1.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/terrain/Operation_Controlpoint_1to2
{
	q3map_baseshader textures/terrain/Operation_Controlpoint_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
	}
}

textures/terrain/Operation_Controlpoint_1to3
{
	q3map_baseshader textures/terrain/Operation_Controlpoint_base
	qer_editorimage textures/terrain/rock_ugly_brown.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/terrain/rock_ugly_brown.tga
	}
	{
		map textures/terrain/grass_dense1.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/terrain/Operation_Controlpoint_2to3
{
	q3map_baseshader textures/terrain/Operation_Controlpoint_base
	qer_editorimage textures/terrain/rock_grayvar.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/terrain/rock_grayvar.tga
	}
	{
		map textures/terrain/grass_dense1.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

By any means do not copy paste the shader above. I just renamed your “original” shaders, which in this case are most likely wrong.


(Rob3rt) #47

damn something that silly :rolleyes: i really forgot to replace the “terrain” with “operation_controlpoint”…

I replaced it now and now its working fine :smiley:

Thanks for your help guys :slight_smile:

Best regards,
Robert