Fueldump Tunnelexit Texture Problem


(KeMoN) #1

Hello all

I would like to make a new version of Fueldump, but since I needed to abandon my previous project for a minor but unfixable issue, I had a look at the compiled mapsource to avoid such a problem this time.

And I found a texture problem at the tunnel exit:
The one on the left is a screenshot of the original fueldump and the one on the right is the compiled mapsource.



Does anybody know how to fix this issue? Maybe via shader?
When compiling, Radiant shows a warning for a second:
“WARNING: Couldn’t find image for shader textures/fueldump/cave_floorblend”

I hope there’s somebody who can help me.
Thanks in advance, keMoN


(IndyJones) #2

u have never told us about ur problem… maybe it was fixable.

i’m not really experienced about blending, so better wait for others opinion.

are u using real map source or decompiled?


(KeMoN) #3

[QUOTE=IndyJones;238420]u have never told us about ur problem… maybe it was fixable.[/quote]I guess it was, but not by me, and the ones I asked couldn’t help. But nevermind, it’s over.[quote=IndyJones;238420]are u using real map source or decompiled?[/QUOTE]No, it’s the official mapsource from Wolfmap. I copied out the brushwork from the decompiled map, but it made it look even worse. So I really hope somebody can help me, there are already some fueldump conversions out there with a nice-looking tunnel.


(Avoc) #4

Select all the faces of the part of the tunnel where that texture is applied, press ‘S’ to enter the texture transform tool, and play around with the scale and rotation untill it covers what it needs to cover. Thats really the fastest way, shouldn’t take more than 1 minute.


(Wezelkrozum) #5

The texture/fueldump/cave_floorblend is a shader:


textures/fueldump/cave_floorblend
{
	qer_editorimage textures/snow/s_dirt_m03i_alphadir.tga
	q3map_nonplanar
	q3map_shadeangle 60
	surfaceparm trans
	surfaceparm nomarks
	surfaceparm gravelsteps
	surfaceparm pointlight
	polygonOffset

	{
		map textures/snow/s_dirt_m03i_alpha.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbGen vertex
	}
}

As you can see it directs to textures/snow/s_dirt_m03i_alphadir.tga
However, this texture is not in the pak0.pk3. So Radiant it will use the default “Shader Image Missing” texture. This texture has a size of 64x64 pixels. Now take a look at the blending texture in W:ET. There you see the texture repeats itself 4 times. Now take a look in Radiant.

There you see the “Shader Image Missing” texture repeats itself also 4 times. This means that the original texture (textures/snow/s_dirt_m03i_alphadir.tga) is 4 times bigger than the default “Shader Image Missing” texture. This means it has a size of 64 x 4 = 256 pixels.
So what to do now?

You have 2 options:

  1. Create a random texture which is 256x256 and save it as textures/snow/s_dirt_m03i_alphadir.tga.
    Now this image will be replaced by the Shader Image Missing texture in Radiant and scale the shader up 4 times.

  2. Scaling the Shader Image Missing in Radiant. Goto Textures in the menu and select “Find / Replace Texture(s)”. Select “textures/fueldump/cave_floorblend” in the Find-field and press the “Find” button. Now all “textures/fueldump/cave_floorblend” textures are selected. Close the “Find / Replace Texture(s)” windows and open up the “Surface Inspector” (s-key). Unlock the Value fields and scale both H-scale and V-scale to a 4 times bigger value. This will be the value 0.5000 x 4 = 2.0000. Press “Done” And the texture is scaled up 4 times.

Good Luck, Wezelkrozum.


(KeMoN) #6

Great thanks, it worked great! :slight_smile:
+1