Fueldump - Mountains issue


(KENNITHH) #1

Hi there

Yesterday I found the source of fueldump and I’m trying to port this map to Soldier of Fortune II - Double Helix. Now my problem is that the textures of the mountains don’t show ingame, neither in gtk radiant. I’m using the fueldump from wolf_et_map_source.zip. BUT when I decompile the map, the mountain is showing the snow in GTKRadiant 1.4 but doesn’t show ingame.

You have to know that everything else works perfectly in the source, even the caves. If you want, I’ll show screenshots.

Also, in the source I downloaded, the mountains are using common/lmterrain_snow_marks but this is just a common shader so this is probably not right…

So I assume that in the decompiled there could be an issue with the shader but I don’t want to work with the decompiled as the source looks perfect but not the mountains.

I really feel like this atm :penguin: lol xD

Thanks in advance
Greetz.


(FFSturm) #2

umm, what about if you remake the sof level by yourself, without copying it directly?
THAT would be better indeed. (except if you are not releasing it of course)


(KENNITHH) #3

Why totaly remake it, waste your time if they give you the source map? I’ve wasted like a year to make a map from scratch to make it identical for SoF2 (mp_office from css) and I’m not planning on doing that again lol :tongue:

It is just a matter of fixing the shader and texture if I’m correct. I’ll post some screenshots in 15 minutes.


(darthmob) #4

Woah, people are still playing SoF2?


(KENNITHH) #5

We sure are darthmob, but a little shattered like,some play demo, some silver and some gold.
The new mods keep the game alive though like in silver they have hide&seek and zombiemod and in gold they have avmod, xsmod and modified rocmod’s with health regeneration. Don’t know about demo. They also have added an anti-cheat in silver.

I’m working on the AVmod and we want to have a special map (fueldump) with special features like making a bridge, destroying a wall and at the end, a C4 at the big objective.

Here are some screenshots of the progress//
Screenshot01
Screenshot02
Screenshot03
Screenshot04
Screenshot05
Screenshot06
Screenshot07
Screenshot08
Screenshot09
Screenshot10
Screenshot11

Greetz


(FFSturm) #6

lack of height map? .pcx? try running /developer in console to check errors or missing assets.
I told you to better remake the map to improve graphics and polycount, not really important.


(KENNITHH) #7

I’ve got the pcx file, it was in the source zip I downloaded. I’ll try the developer thing. And oh don’t mind about the graphics polycount, they looks really great (as you can see in the screenshots) even though the texture of ET are kinda small :smiley:


(KENNITHH) #8

Weird, I thought I had found something thanks to that developer command but I only get these errors

Couldn’t find:
gfx/menus/levelshots/mp_fueldump_inf_briefcase.jpg
gfx/menus/levelshots/mp_fueldump_inf_extraction.jpg

these don’t even mind, it’s just for the menu to show where you have to get the case and extract it. So still nothing further =(.


(.Chris.) #9

You got all the shader files also? Afaik some shaders only work in ET.


(KENNITHH) #10

yes I have chris, I’ll try doing everything again.
& btw the last shader I was using, I checked if it looks the same as the ones from SoF2 and they actually did, maybe the problem is my gtk radiant 1.4 but I’ll check the shaders closely again

Greetz


(KENNITHH) #11

Ok I checked the shaders over and over again. The textures show in GTK Radiant 1.4 but don’t in SoF2. Also , the sound and effects are correct in the map but its just not showing the textures…

I’m using this shader (removed the normalmap and changed the material to the sof2 type q3map_material)

textures/fueldump/terrain_base
{
q3map_lightmapMergable
q3map_lightmapaxis z
q3map_lightmapsize 512 512
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
q3map_tcMod rotate 37
q3map_tcMod scale 1 1
q3map_material snow
}

//======================================================================
// Metashader for both sides of the map
// _0: Slighty dirty snow
// _1: Mud/dirt snow
// _2: Clean white snow
// _3: Snow crispy rock
//======================================================================
textures/fueldump/terrain1_0
{
qer_editorimage textures/fueldump/mxsnow2.tga
q3map_baseshader textures/fueldump/terrain_base
{
map textures/fueldump/mxsnow2.tga
rgbgen identity
}
{
lightmap $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
{
map textures/fueldump/snowdetail.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbgen identity
tcMod scale 5 5
detail
}
}

textures/fueldump/terrain1_1
{
qer_editorimage textures/fueldump/mxrock4b_snow.tga
q3map_baseshader textures/fueldump/terrain_base
{
map textures/fueldump/mxrock4b_snow.tga
rgbgen identity
}
{
lightmap $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
{
map textures/fueldump/snowdetail.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbgen identity
tcMod scale 5 5
detail
}
}

textures/fueldump/terrain1_2
{
qer_editorimage textures/fueldump/mxsnow3.tga
q3map_baseshader textures/fueldump/terrain_base
{
map textures/fueldump/mxsnow3.tga
rgbgen identity
}
{
lightmap $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
{
map textures/fueldump/snowdetail.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbgen identity
tcMod scale 5 5
detail
}
}

textures/fueldump/terrain1_3
{
qer_editorimage textures/fueldump/mxrock3h_snow.tga
q3map_baseshader textures/fueldump/terrain_base
{
map textures/fueldump/mxrock3h_snow.tga
rgbgen identity
}
{
lightmap $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
{
map textures/fueldump/snowdetail.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbgen identity
tcMod scale 5 5
detail
}
}

textures/fueldump/terrain1_0to1
{
qer_editorimage textures/fueldump/mxsnow2.tga
q3map_baseshader textures/fueldump/terrain_base
{
map textures/fueldump/mxsnow2.tga
rgbgen identity
}
{
map textures/fueldump/mxrock4b_snow.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen identity
alphaGen vertex
}
{
lightmap $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
{
map textures/fueldump/snowdetail.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbgen identity
tcMod scale 5 5
detail
}
}

textures/fueldump/terrain1_0to2
{
qer_editorimage textures/fueldump/mxsnow2.tga
q3map_baseshader textures/fueldump/terrain_base
{
map textures/fueldump/mxsnow2.tga
rgbgen identity
}
{
map textures/fueldump/mxsnow3.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen identity
alphaGen vertex
}
{
lightmap $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
{
map textures/fueldump/snowdetail.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbgen identity
tcMod scale 5 5
detail
}
}

textures/fueldump/terrain1_0to3
{
qer_editorimage textures/fueldump/mxsnow2.tga
q3map_baseshader textures/fueldump/terrain_base
{
map textures/fueldump/mxsnow2.tga
rgbgen identity
}
{
map textures/fueldump/mxrock3h_snow.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen identity
alphaGen vertex
}
{
lightmap $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
{
map textures/fueldump/snowdetail.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbgen identity
tcMod scale 5 5
detail
}
}

textures/fueldump/terrain1_1to2
{
qer_editorimage textures/fueldump/mxrock4b_snow.tga
q3map_baseshader textures/fueldump/terrain_base
{
map textures/fueldump/mxrock4b_snow.tga
rgbgen identity
}
{
map textures/fueldump/mxsnow3.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen identity
alphaGen vertex
}
{
lightmap $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
{
map textures/fueldump/snowdetail.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbgen identity
tcMod scale 5 5
detail
}
}

textures/fueldump/terrain1_1to3
{
qer_editorimage textures/fueldump/mxrock4b_snow.tga
q3map_baseshader textures/fueldump/terrain_base
{
map textures/fueldump/mxrock4b_snow.tga
rgbgen identity
}
{
map textures/fueldump/mxrock3h_snow.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen identity
alphaGen vertex
}
{
lightmap $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
{
map textures/fueldump/snowdetail.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbgen identity
tcMod scale 5 5
detail
}
}

textures/fueldump/terrain1_2to3
{
qer_editorimage textures/fueldump/mxsnow3.tga
q3map_baseshader textures/fueldump/terrain_base
{
map textures/fueldump/mxsnow3.tga
rgbgen identity
}
{
map textures/fueldump/mxrock3h_snow.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen identity
alphaGen vertex
}
{
lightmap $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
{
map textures/fueldump/snowdetail.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbgen identity
tcMod scale 5 5
detail
}
}


(FFSturm) #12

have you changed/included your shader in shaderlist.txt in scripts dir?
I don’t remember now Sof II shader stuff.


(KENNITHH) #13

Yes I have added it in there but ah thanks ! I’ll try flush and reload and shaderlist.txt only maybe this will change something.

EDIT: no didn’t do anything, still shows as missing texture


(FFSturm) #14

[QUOTE=KENNITHH;353803]Yes I have added it in there but ah thanks ! I’ll try flush and reload and shaderlist.txt only maybe this will change something.

EDIT: no didn’t do anything, still shows as missing texture[/QUOTE]

dunno if this will help you, but i found this stuff. Take a little look to it:
http://z8.invisionfree.com/Sof2_Mapping_Online/index.php?showtopic=375


All stuff about SOFII:
http://z8.invisionfree.com/Sof2_Mapping_Online/index.php?act=SC&c=1


(KENNITHH) #15

Wow , thanks didn’t even think of that site… I think this will really help me out dude !
I’ll check it tomorow at the morning, adding pine trees to the map now :smiley:

PS: I think I know now what messes up the texture, this part but now the question is, is this necessery for getting the same effects as in ET? I’mma try it out for tomorow

{
	map textures/fueldump/snowdetail.tga
	blendFunc GL_DST_COLOR GL_SRC_COLOR
	rgbgen identity
	tcMod scale 5 5
	detail
}

}


(ailmanki) #16

maybe the key is missing? or wrong path?

You have to edit the terrain in the gtk by clicking one of triangle
and push N to get entities and edit a path to PCX alphamap, write there:
textures/heightmaps/YOUR_PCX.pcx

http://z8.invisionfree.com/Sof2_Mapping_Online/index.php?showtopic=375&st=0


(KENNITHH) #17

Still not sure of that shader above is messing it up. I did use an identical shader as sof2 is using and this seems to work, BUT I’m trying to add every line one by one again in the shader to see which is messing it up, hopefuly I will get the same effect as in ET =( + I ain’t using the .tga anymore in the shader, maybe this fixes it too? I don’t know but I’ll find it all out lol =D

& hmm just checked my radiant history and it says this

— ClipSidesIntoTree —
WARNING: Couldn’t find image for shader textures/fueldump/terrain_1
WARNING: Couldn’t find image for shader textures/fueldump/terrain_0to1
WARNING: Couldn’t find image for shader textures/fueldump/terrain_0
WARNING: Couldn’t find image for shader textures/fueldump/terrain_0to2
WARNING: Couldn’t find image for shader textures/fueldump/terrain_0to3
WARNING: Couldn’t find image for shader textures/fueldump/terrain_3
WARNING: Couldn’t find image for shader textures/fueldump/terrain_2

Wonder why I haven’t seen this before

EDIT: lol… I also see that my shaders have like terrain1_1 not terrain_1, I just changed it in the entity window where it said
“shader” “fueldump/terrain” -> “shader” “fueldump/terrain1”
and now doesn’t show that error anymore

EDIT2: I think I know what my objective will be… this, I think some of these commands don’t work properly in sof2.

textures/fueldump/terrain_base
{
q3map_lightmapMergable
q3map_lightmapaxis z
q3map_lightmapsize 512 512
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
q3map_tcMod rotate 37
q3map_lightmapsamplesize 64
q3map_tcMod scale 1 1
q3map_material snow <------------------------------------- added this myself, its for the sound and effect
}


(KENNITHH) #18

WOOOOOOOOOOOOOOOOOOOOOOOW I’VE DONE IT!!!

Aw I feel so great now :smiley: but euhm now the thing what I did to fix this for people who might have this in the future (I think not :p)

EDIT: I was mistaken of what made this bad, its just this.

{
lightmap $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}

That has to be

{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}

Screenshots will come later
Greetz


(KENNITHH) #19

New problem…

The terrain doesn’t have shadows on it, everything is bright… any suggestions?


(Mateos) #20

-light - faster compilation after BSP -meta?