Fighting the black and yellow.


(stebbi67) #1

Hi. It is me again the noob ( and I really am a noob ). I have made a pk3 file and so far so good or almost.
When working on the map I have selected different textures from different maps well most of them from Marrakech Streets2 ( yes I have permission from the developer of Marrakech Streets2 ).

When I made the pk3 I followed this tutorial : http://www.wolfensteinx.com/surface/tutorials/pk3_win8.html I basically put all the textures that I have used from Marrakech Streets2 in a folder called textures, the map in a folder called map and etc…

Now I know almost noting about shader or scripts but that was my next step to try to learn. So for example I took the script ( shader ) from Marrakech Streets2 shader file and put it in my own shader file ( which is located in the script folder ) and did so with all the textures that I had in my texture folder.

Example :

textures/MyMapName/wall_orange
{
q3map_nonplanar
q3map_shadeangle 60
implicitMap -
}

Then I make a clean ET installation, start ET and load the map. All the textures that I took from Marrakech Streets2 are displayed as black and yellow. Then I take down the console and see that ET can not find “texture/morroco/wall_orange” where morroco is Marrakech Streets2.

Now the question. Is there a way to tell ET do use the textures that are in my pk3 or do I have to follow this tutorial http://www.splashdamage.com/forums/viewtopic.php?t=14544 , select the brush surface and put the textures there again?

Thanks,

Stebbi67


(Flippy) #2

There could be a number of reasons for them not working.

First of all, are they working in the other map, marrakech streets or something? It could be that their size or compression method is wrong which would then cause them not to work. However, if they work in the other map than that should be fine.

Another, more probable, reason is that you simply put your textures in the wrong place or named them wrong. Can you give us some more information abuot the contents of your pk3 file? The exact folder names + the file names inside the folders?

You could have done something wrong with renaming the shader or something like that…


(stebbi67) #3

Well, if I do that then I revel the map name which I have not released. Well what the he… I might as well tell you since you are helping me out. I’m working on a remake of ammo_bunker + 1024_kadesh merge in to one ( with permission from seven_dc and Joop Sloop ), which I will call ammo_bunker2.

Here is the pk3 file

The texture map :

I tried both “textures/wall_orange” and "texture/ammo_bunker2/wall_orange

The textures/ammo_bunker2/ map :

And the script map :

The wall_orange works in Marrakech Streets2. It is 512 x 512 rgb.

This script is located in ammo_bunker_test1.shader :

textures/ammo_bunker2/wall_orange
{
q3map_nonplanar
q3map_shadeangle 60
implicitMap -
}

Thanks,

Stebbi67


(kamikazee) #4

This shader tells the game to use textures/MyMapName/wall_orange.tga or .jpg. Is this correct, or did you forget to copy the the textures over there?


(Flippy) #5

Why are there loose textures in your textures folder? I believe they should all be inside folders, right?

Also, can you try changing “textures/MyMapName/wall_orange” in your shader to “textures/MyMapName/wall_orange.jpg”, I’m not sure if it will work but you might aswell try it…


(-SSF-Sage) #6

And did you remember to add the filename of the shader file to your shaderlist? Founds from scripts folder. Don’t add the shaderlist to your pk3 ofc. It just tells your compiler etc.


(stebbi67) #7

Like I told you I’m a noob.

Why are there loose textures in your textures folder? I believe they should all be inside folders, right?

Well they are in the textures folder, just a bad screen shot. Since they where not showing up in ET I thought that ET might be looking in the pak0.pk3 and then I just wanted to test with the wall_orange in a different folder which is textures/ammo_bunker2 and I just that as an example here.

And did you remember to add the filename of the shader file to your shaderlist? Founds from scripts folder. Don’t add the shaderlist to your pk3 ofc. It just tells your compiler etc.

Shader list, I think that might just by the problem, I do not have eheemmm a shaderlist. Can you tell me more about it? I can search first.

P.s When I compile I use bsp -meta -vis - light fast. Should I be compiling in a different way?

Thanks again,

Stebbi67


(Flippy) #8

Compile is fine.

You already have a shaderlist since the game creates it for you (or radiant, or it is in pak0.pk3, I dunno :p)

Anyway, look in the scripts folder you unpacked from pak0.pk3. It should have a file called “shaderlist.txt”. Open it with wordpad or notepad and you should see a list of all texture-folders. This list is the same list that pops up when you click the “Textures” menu in Radiant.

Simply add the name of your maps texture folder to the list and save it.

EDIT
And as SSFSage said, you don’t need to add this file to your map’s pk3 file since it is not used by the game, only by the editor.
Same goes for md3 models (that are ‘models’, not ‘gamemodels’) which are baked in the BSP file.


(stebbi67) #9

Ok, thanks everyone. I think I got it now. I will come back if I have any problems.


(stebbi67) #10

Well now I got it to work. What I did was to create a folder in etmain called textues and then a subfolder called ammo_bunker2. Then I edited the shaderlist.txt. Started radiant selected the textures from ammo_bunker2 and applied them.

Thanks,

Stebbi67


(ayatollah) #11

yes that will work on your local machine, but if you want people to play your map it will need to be inside a pk3.


(stebbi67) #12

I got them in the pk3, see the screen shots above. I have tested this on a clean ET installation where I had the black and yellow but do not have them any more ( at least those I tested with ). The only thing is that I need a shader for the textures and there are some good examples out there which I will try to use.