Easygen Terrain not showing in Gtkradiant as it should


(gamboo) #1

Hey, getting ‘Shader Image Missing’, just gonna make some pointers on what I have done

Given the same name to the .map .pcx .shader files

The (.pcx) file is located in etmain, (.map) in etmain/maps and (.shader) in etmain/scripts

I have included the name of my shader file(without .shader) in shaderlist.txt

The path to the textures I used are etmain/textures/textures/desert_sd and with this I have changed the paths in my .shader file

e.g. textures//terrain_0 -> textures/textures/desert_sd/terrain_0

notes:
link to my .shader file -> http://www.freewebs.com/yaghli/test.shader
I have simply named the whole thing test, doubt this matters.
using gtkradiant 1.5.0 and easygen v142
windows vista


(kamikazee) #2
[b]textures[/b]/[b]textures[/b]/desert_sd/terrain_0

Ehr… Is it normal you included the folder textures twice? Because it would look like something you wouldn’t do unless you know what you’re doing…


(gamboo) #3

ive been following a tut, im actually having another attempt with the second texture folder removed, but i dont see how it would effect the outcome.


(gamboo) #4

just read about template_wolfet.zip
but I cant find a working link for it


(kamikazee) #5

I never needed those templates because I retrofitted the shaders myself when there was a problem with them, but take a look at IL Banca | Files | EasyGen. The updated templates can be downloaded at the top, right under “Downlad Easygen”.


(gamboo) #6

still got shader image not found

used the template and moved terrain_base up to the top

this is my shader file atm:

textures/test2/terrain_base
{
nopicmips
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}

textures/test2/terrain_0
{
q3map_baseshader textures/test2/terrain_base
qer_editorimage textures/desert_sd/grass_sand_flat.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/desert_sd/grass_sand_flat.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/test2/terrain_1
{
q3map_baseshader textures/test2/terrain_base
qer_editorimage textures/desert_sd/rock_edged_smooth.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/desert_sd/rock_edged_smooth.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/test2/terrain_2
{
q3map_baseshader textures/test2/terrain_base
qer_editorimage textures/desert_sd/pavement_tris_sandy.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/desert_sd/pavement_tris_sandy.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/test2/terrain_0to1
{
q3map_baseshader textures/test2/terrain_base
qer_editorimage textures/desert_sd/grass_sand_flat.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/desert_sd/grass_sand_flat.tga
}
{
map textures/desert_sd/rock_edged_smooth.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/test2/terrain_0to2
{
q3map_baseshader textures/test2/terrain_base
qer_editorimage textures/desert_sd/grass_sand_flat.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/desert_sd/grass_sand_flat.tga
}
{
map textures/desert_sd/pavement_tris_sandy.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/test2/terrain_1to2
{
q3map_baseshader textures/test2/terrain_base
qer_editorimage textures/desert_sd/rock_edged_smooth.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/desert_sd/rock_edged_smooth.tga
}
{
map textures/desert_sd/pavement_tris_sandy.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}


(kamikazee) #7

What shaders are actually missing what image? W:ET should print out more information to know where to look…