Easygen problems -.-


(Arkon) #1

Well, first off I’m new here. So didn’t know where to post this. If this is wrong posting here, let me know.

Well heres the problem. I can’t get my terrain shader to show up in game. I followed this tutorial exactly (except for the file names). http://rgoer.webhop.net/tutorials.htm .
And I used the templates by rgoer. Here’s the shader easygen produced. (wth the exception of me cutting the first entry from the bottom and moving it to the top. I also moved the shader from my scripts directory and into my shaders. And I added it to the shaderlist.txt . When I load the terrrain in Radiant. I get a “WARNING: Activate shader failed for textures/common/terrain” I don’t know what to do. I’ve tried everything. I’ve gotten it to work before a few times, but that was months ago. So, please help me


textures/Hiko_terrain1/terrain_base
{
nopicmips
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}

textures/Hiko_terrain1/terrain_0
{
q3map_baseshader textures/Hiko_terrain1/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/Hiko_terrain1/terrain_1
{
q3map_baseshader textures/Hiko_terrain1/terrain_base
qer_editorimage textures/co-op/brick_wall.jpg
{
map textures/co-op/brick_wall.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/Hiko_terrain1/terrain_2
{
q3map_baseshader textures/Hiko_terrain1/terrain_base
qer_editorimage textures/yavin/stone.jpg
{
map textures/yavin/stone.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/Hiko_terrain1/terrain_3
{
q3map_baseshader textures/Hiko_terrain1/terrain_base
qer_editorimage textures/yavin/stone.jpg
{
map textures/yavin/stone.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/Hiko_terrain1/terrain_4
{
q3map_baseshader textures/Hiko_terrain1/terrain_base
qer_editorimage textures/yavin/jung8.jpg
{
map textures/yavin/jung8.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/Hiko_terrain1/terrain_0to1
{
q3map_baseshader textures/Hiko_terrain1/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map textures/co-op/brick_wall.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/Hiko_terrain1/terrain_0to2
{
q3map_baseshader textures/Hiko_terrain1/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map textures/yavin/stone.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/Hiko_terrain1/terrain_0to3
{
q3map_baseshader textures/Hiko_terrain1/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map textures/yavin/stone.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/Hiko_terrain1/terrain_0to4
{
q3map_baseshader textures/Hiko_terrain1/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map textures/yavin/jung8.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/Hiko_terrain1/terrain_1to2
{
q3map_baseshader textures/Hiko_terrain1/terrain_base
qer_editorimage textures/co-op/brick_wall.jpg
{
map textures/co-op/brick_wall.jpg
}
{
map textures/yavin/stone.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/Hiko_terrain1/terrain_1to3
{
q3map_baseshader textures/Hiko_terrain1/terrain_base
qer_editorimage textures/co-op/brick_wall.jpg
{
map textures/co-op/brick_wall.jpg
}
{
map textures/yavin/stone.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/Hiko_terrain1/terrain_1to4
{
q3map_baseshader textures/Hiko_terrain1/terrain_base
qer_editorimage textures/co-op/brick_wall.jpg
{
map textures/co-op/brick_wall.jpg
}
{
map textures/yavin/jung8.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/Hiko_terrain1/terrain_2to3
{
q3map_baseshader textures/Hiko_terrain1/terrain_base
qer_editorimage textures/yavin/stone.jpg
{
map textures/yavin/stone.jpg
}
{
map textures/yavin/stone.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/Hiko_terrain1/terrain_2to4
{
q3map_baseshader textures/Hiko_terrain1/terrain_base
qer_editorimage textures/yavin/stone.jpg
{
map textures/yavin/stone.jpg
}
{
map textures/yavin/jung8.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/Hiko_terrain1/terrain_3to4
{
q3map_baseshader textures/Hiko_terrain1/terrain_base
qer_editorimage textures/yavin/stone.jpg
{
map textures/yavin/stone.jpg
}
{
map textures/yavin/jung8.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/Hiko_terrain1/terrain_base
{
nopicmips
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}

-------------------------------- :banghead: :banghead:


(nUllSkillZ) #2

Welcome to the forums.

I’m mapping for ET.
And as far as I know the “.shader”-file that has been generated by Easygen has to be in the scripts directory.
And the name of the “.shader”-file has to be adde to the “shaderlist.txt”-file (without the extension “.shader”).


(Arkon) #3

Well, thanks for the quick reply, but in rgoers tutoriial. It Clearly states that the shader has to be in the shaders directory like normal. And I did have the shader added to the shaderlist.txt, without the extension.


(ydnar) #4

The base shader must be first in the shader script in order to work, without duplicates.

Is “common” in shaderlist.txt?


textures/Hiko_terrain1/terrain_base
{
	nopicmips
	q3map_lightmapaxis z
	q3map_lightmapmergable
	q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}

textures/Hiko_terrain1/terrain_0
{
	q3map_baseshader textures/Hiko_terrain1/terrain_base
	qer_editorimage textures/co-op/grass_bright3.jpg
	{
		map textures/co-op/grass_bright3.jpg
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/Hiko_terrain1/terrain_1
{
	q3map_baseshader textures/Hiko_terrain1/terrain_base
	qer_editorimage textures/co-op/brick_wall.jpg
	{
		map textures/co-op/brick_wall.jpg
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/Hiko_terrain1/terrain_2
{
	q3map_baseshader textures/Hiko_terrain1/terrain_base
	qer_editorimage textures/yavin/stone.jpg
	{
		map textures/yavin/stone.jpg
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/Hiko_terrain1/terrain_3
{
	q3map_baseshader textures/Hiko_terrain1/terrain_base
	qer_editorimage textures/yavin/stone.jpg
	{
		map textures/yavin/stone.jpg
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/Hiko_terrain1/terrain_4
{
	q3map_baseshader textures/Hiko_terrain1/terrain_base
	qer_editorimage textures/yavin/jung8.jpg
	{
		map textures/yavin/jung8.jpg
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/Hiko_terrain1/terrain_0to1
{
	q3map_baseshader textures/Hiko_terrain1/terrain_base
	qer_editorimage textures/co-op/grass_bright3.jpg
	{
		map textures/co-op/grass_bright3.jpg
	}
	{
		map textures/co-op/brick_wall.jpg
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/Hiko_terrain1/terrain_0to2
{
	q3map_baseshader textures/Hiko_terrain1/terrain_base
	qer_editorimage textures/co-op/grass_bright3.jpg
	{
		map textures/co-op/grass_bright3.jpg
	}
	{
		map textures/yavin/stone.jpg
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/Hiko_terrain1/terrain_0to3
{
	q3map_baseshader textures/Hiko_terrain1/terrain_base
	qer_editorimage textures/co-op/grass_bright3.jpg
	{
		map textures/co-op/grass_bright3.jpg
	}
	{
		map textures/yavin/stone.jpg
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/Hiko_terrain1/terrain_0to4
{
	q3map_baseshader textures/Hiko_terrain1/terrain_base
	qer_editorimage textures/co-op/grass_bright3.jpg
	{
		map textures/co-op/grass_bright3.jpg
	}
	{
		map textures/yavin/jung8.jpg
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/Hiko_terrain1/terrain_1to2
{
	q3map_baseshader textures/Hiko_terrain1/terrain_base
	qer_editorimage textures/co-op/brick_wall.jpg
	{
		map textures/co-op/brick_wall.jpg
	}
	{
		map textures/yavin/stone.jpg
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}


textures/Hiko_terrain1/terrain_1to3
{
	q3map_baseshader textures/Hiko_terrain1/terrain_base
	qer_editorimage textures/co-op/brick_wall.jpg
	{
		map textures/co-op/brick_wall.jpg
	}
	{
		map textures/yavin/stone.jpg
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/Hiko_terrain1/terrain_1to4
{
	q3map_baseshader textures/Hiko_terrain1/terrain_base
	qer_editorimage textures/co-op/brick_wall.jpg
	{
		map textures/co-op/brick_wall.jpg
	}
	{
		map textures/yavin/jung8.jpg
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/Hiko_terrain1/terrain_2to3
{
	q3map_baseshader textures/Hiko_terrain1/terrain_base
	qer_editorimage textures/yavin/stone.jpg
	{
		map textures/yavin/stone.jpg
	}
	{
		map textures/yavin/stone.jpg
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/Hiko_terrain1/terrain_2to4
{
	q3map_baseshader textures/Hiko_terrain1/terrain_base
	qer_editorimage textures/yavin/stone.jpg
	{
		map textures/yavin/stone.jpg
	}
	{
		map textures/yavin/jung8.jpg
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/Hiko_terrain1/terrain_3to4
{
	q3map_baseshader textures/Hiko_terrain1/terrain_base
	qer_editorimage textures/yavin/stone.jpg
	{
		map textures/yavin/stone.jpg
	}
	{
		map textures/yavin/jung8.jpg
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}


(Arkon) #5

Yes Common is in the shaderlist.txt . I fixed the shader acording to what you posted ydnar. With the base, being first without duplicates. I am compiling now. I’ll update you if it works or not shortly. I have a question. Whats this hiko_terrrain1 business. Thats just what I named the easgen file. What does it have to do with in this instance.


(Arkon) #6

Ok, I have to say it did not work. I will post all the steps I used. This time I re-exported the terrrain (I made a few changes) using rgoers templates (as usual) . Here is the shader it gave me, then modified by me by putting the “base” as the first entry.


textures/japan3/terrain_base
{
nopicmips
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}

textures/japan3/terrain_0
{
q3map_baseshader textures/japan3/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan3/terrain_1
{
q3map_baseshader textures/japan3/terrain_base
qer_editorimage textures/yavin/stone.jpg
{
map textures/yavin/stone.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan3/terrain_2
{
q3map_baseshader textures/japan3/terrain_base
qer_editorimage textures/yavin/stone.jpg
{
map textures/yavin/stone.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan3/terrain_3
{
q3map_baseshader textures/japan3/terrain_base
qer_editorimage textures/yavin/jung8.jpg
{
map textures/yavin/jung8.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan3/terrain_0to1
{
q3map_baseshader textures/japan3/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map textures/yavin/stone.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan3/terrain_0to2
{
q3map_baseshader textures/japan3/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map textures/yavin/stone.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan3/terrain_0to3
{
q3map_baseshader textures/japan3/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map textures/yavin/jung8.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan3/terrain_1to2
{
q3map_baseshader textures/japan3/terrain_base
qer_editorimage textures/yavin/stone.jpg
{
map textures/yavin/stone.jpg
}
{
map textures/yavin/stone.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan3/terrain_1to3
{
q3map_baseshader textures/japan3/terrain_base
qer_editorimage textures/yavin/stone.jpg
{
map textures/yavin/stone.jpg
}
{
map textures/yavin/jung8.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan3/terrain_2to3
{
q3map_baseshader textures/japan3/terrain_base
qer_editorimage textures/yavin/stone.jpg
{
map textures/yavin/stone.jpg
}
{
map textures/yavin/jung8.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}


Now here is my shader.txt I know it has a bunch of other shaders that won’t make sense to you, but I want to post everything just to make sure I’m not missing ANYTHING.


///////////////////////////////////
// //
// **** Clean Shaders **** //
// Nov. 7th, 2003 //
// By Astrocreep //
// ------------- //
// For Level Editing info: //
// www.map-center.com //
// ------------- //
// For GtkRadiant Updates: //
// www.qeradiant.com //
// //
///////////////////////////////////

bespin
bounty
byss
cairn
common
danger
decals
desert
doomgiver
factory
flares
fogs
h_evil
hoth
imp_mine
impdetention
imperial
jnegretetest
kejim
korriban
models
mp
narshaddaa
nar_streets
quicktrip
rail
rbettenbergtest
rift
rocky_ruins
rooftop
sandcrawler
siege
skies
stu
system
taspir
tests
vjun
wedge
yavin
Cliff10zz
duel_dustball
cel
jo_bespin
egpyt_easygen1
zellgen
flychild
co-op
zell
zell_sky
arkon_sky
hogwarts
japangrass
grass1
japangrass2
flare_Spec
Hiko_map
hiko_terrain1
japan
japan3


Then I loaded the terrain into Radiant. And placed an playerstart and all. Then I compiled. I still get the notext on the terrain. I really want to get this working. Please help. If I need to I can send you the easgen file. So you can do the same, just to see if it’s correct.


(Arkon) #7

I have had no luck. And that time I did a full compile.


(Mr_Tickles) #8

Ok, just had a quick read through so it may not be this, but did you change the name of the shader file easygen exported? Is it’s name different from the name of the .map you exported? Please post the name of your .map file and the name of the shader… and the name of your alphamap… please tell me you did export that aswell… :wink:

Edit:

Also, what is the name of the Easygen save file you’re using? I seem to remember that you need to keep the shader and .map (and maybe alphamap) names consistent with that as I think Easygen makes up the names in the shader according to the save name, but I can’t be certain as it’s been a while since I played around with it.


(Arkon) #9

Well, everything the map, the shader, the .pcx, and the easygen file are now named “japan4”


(Mr_Tickles) #10

Hmmm, and you re-exported the files after you changed the Easygen save file name?

Edit:

Also, did you place three textures at the same point, so a black triangle shows? Also, I found that the larger the terrain you create, the fewer textures you could use in the easygen terrain. But saying that, as you’ve used 4 textures you shouldn’t have too much of a problem… unless your map is absolutely huge, and I mean huge!


(Arkon) #11

ok well I found an error, at least I think it is. One of the textures I applied in easygen turned out to be a shader not a texture. Which I believe could mess things up. So I’m doing a re-export/re-compile, the whole works.


(Arkon) #12

ok… Well I downloaded the latest q3map2 last night. And I went to set it up today. When I was going to add “q3map_terrain” to the terrain shaders in common.shader . Well I went there and there was no terrain shader in there. Not terrian1 or terrain2 . I am going about this all wrong or is there something faulty in my common.shader.


(Mr_Tickles) #13

You’re refering to the terrain1, terrain2, listed in your metashader right? Forget about that, you only need to put the name of the shader file into shaderlist.txt, without the extension. Forget about anything that the shader file contains… apart from shifting that terrain_base to the top, which you’ve already done, you’ve done everything that is required there (apart from setting landmines… but don’t worry about that yet).

I’m not at my home computer right now, but doesn’t that q3map_terrain go into the shaderlist aswell, along with another entry? Still, upgrading your q3map2 shouldn’t really be needed to get the easygen terrain to work, although it is better that you have done so.

Also, I forgot to mention that you may need to keep the name of the .map file that you get from Radiant (not just the one easygen exports) the same as the alphamap etc. Best to keep everything consistent
You do have your shader in etmain/scripts right? And the alphamap ‘yourmapname.pcx’ in the etmain folder right? or do you have to have it in etmain/maps, can’t remember, try both… at the same time.


(Arkon) #14

Well I have everything right but… since my version of q3map2 is well lets just say over 6 months old. Here’s what I read in teh q3map2 read me.

"Before using this new build, the following steps MUST be taken:

IT MUST SIT IN ITS OWN DIRECTORY inside the game dir. It cannot
sit in the same directory as GtkRadiant as the DLL versions are
different. This will be addressed before final beta. Suggested
locations:

C:/path/to/Quake3/Radiant/
C:/path/to/Wolf/Radiant/

Edit your common.shader file and add “q3map_terrain” to the shaders
“common/terrain” and “common/terrain2.”


What I need to know is when it says
Edit your common.shader file and add “q3map_terrain” to the shaders
“common/terrain” and “common/terrain2.”

What am I supposed to do. There is no terrrain shader in common.shader . Lost on that part.

And about file names and stuff. I already went over this with eldritch on MSN (sorta) well all the file names are the same, in the right place, and the shader is fixed and in my shaderlist.txt without the extension. I have no idea whats wrong, nor does Eldritch from what I heard when we spoke.


(Mr_Tickles) #15

Well, when I go home in a bit i’ll copy my common.shader file and post it here tomorrow (plus it will remind me of how I did it :rolleyes:)… unless someone else who reads this and has theirs at the ready takes the initiative and posts it for me :wink: Maybe you could post yours as well? (But use the [ code ], [ /code ] tags though please, it’s easier to read like that.)

Sorry I haven’t been able to help so far though.

Just curious, but in your metashader, are there the lines:

textures/japan4/terrain_2to3 etc.?

Also, are you using any custom made textures as the ones you’re applying in Easygen? Could those be the problem?


(Mr_Tickles) #16

Ok, here are the files I said I would get. Bear in mind I map for ET not JA but hopefully it will help none the less.

common.shader

// common.shader
// generated by ShaderCleaner on Thu Feb  6 12:43:32 2003
// 80 total shaders

textures/common/terrain
{
	q3map_terrain
	surfaceparm grasssteps
	surfaceparm nodraw
	surfaceparm nolightmap
	surfaceparm nomarks
}

textures/common/terrain2
{
	q3map_terrain
//	surfaceparm dust
	surfaceparm grasssteps
	surfaceparm nodraw
	surfaceparm nolightmap
	surfaceparm nomarks
}

(There were other things in there, I just removed all but the terrain and terrain2).

Also, here are my cel.shader and q3map.shader files:

cel.shader

// ink shader for maps
// to use, add "cel" to shaderlist.txt
// add a "_celshader" key to worldspawn entity with a value of "cel/ink"

textures/cel/ink
{
	qer_editorimage gfx/colors/black.tga
	
	q3map_notjunc
	q3map_nonplanar
	q3map_bounce 0.0
	q3map_shadeangle 120
	q3map_texturesize 1 1
	q3map_invert
	q3map_offset -2.0
	
	surfaceparm nolightmap
	surfaceparm trans
	surfaceparm nonsolid
	surfaceparm nomarks
	
	sort 16
	
	{
		map gfx/colors/black.tga
		rgbGen identity
	}
}

q3map.shader

//
// q3map debug shaders - ydnar
//

// enable with -debugsurfaces switch
debugsurfaces
{
	surfaceparm trans
	surfaceparm nolightmap
	surfaceparm nonsolid
	surfaceparm noimpact
	surfaceparm nomarks
	sort opaque
	{
		map *default
		rgbGen vertex
	}
}

// enable with -debugportals switch
debugportals
{
	surfaceparm trans
	surfaceparm nolightmap
	surfaceparm nonsolid
	surfaceparm noimpact
	surfaceparm nomarks
	sort additive
	cull none
	{
		map $whiteimage
		blendFunc GL_SRC_ALPHA GL_ONE
		rgbGen vertex
	}
}

The above two shaders have to be put into your scripts directory with their respective names.
Also, “cel” and “q3map” have to go into your shaderlist.txt file. I notice you have “cel”, but not “q3map” in there.

Hope all this helps :slight_smile:


(Arkon) #17

Wow, I salute you Mr. Tickles for being so helpful, alot of people would have given up on round one, thanks a million. Well these-

// common.shader
// generated by ShaderCleaner on Thu Feb 6 12:43:32 2003
// 80 total shaders

textures/common/terrain
{
q3map_terrain
surfaceparm grasssteps
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nomarks
}

textures/common/terrain2
{
q3map_terrain
// surfaceparm dust
surfaceparm grasssteps
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nomarks
}


are nowhere in my common shader, but this is for JA so it might be a bit different. Can someone please post one for JA!!!

oh, and I’ll add q3map2 to my shaderslist.txt


(Mr_Tickles) #18

No probs, glad to help.

I don’t think you need to add q3map2, just q3map, (without the ‘2’ ;)) although i’m sure it wouldn’t hurt to have another entry in there.


(Arkon) #19

Wel… WOOT WOOT WOOT!!! it works. But only after I cleaned my shader directory, and added those common/terrain shaders to my common.shader. Well I just want to thank all of you. Tickles for keeping up and trying to help me at every step. And Especialy ydnar, who… come on if you post at this site and don’t know who ydnar is thats embarassing :stuck_out_tongue: .


(Mr_Tickles) #20

:slight_smile: Glad to hear you got it sorted :nod:

Have fun :wink: