Generate Terrain Alphamap


(ChimTea) #1

Hi, i have downloaded the six official et maps, and i have looked them through, i tried to work on the terrain and i think i can understand how its made. But i don’t know how the alphamap is generated.

What i understand

-shader
-how to use the terrain (example oasis: lm_terrain…)
-func_group (just alphamap)

Any help will be appreciated :slight_smile:


(Qualmi) #2

the terrain in fueldump is controled by a .pcx file.

until i found out this i also thought i have understood the terrain, but as i wanted to reproduce i turned into problems. i have read the shaders and all the stuff and just copy and pasted them and applied them to my own textures, but it didnt work. i would have shaderes myself into oblivion if i wouldnt have asked here for help. the .pcx file is generated with a terrain making program btw. called easy gen.


(Qualmi) #3

alphamap ? do you mean how the blending is done ? if yes then the answer lies within a .pcx file. its generated by a terrain making program called easy gen.


(ChimTea) #4

Yes i have it, but it didn’t work for me :p.
I’ve had the plug-in for it and all, but the terrain wasnt showing ingame for some reason

I think it can be made with photoshop or something.
http://en.wikipedia.org/wiki/PCX


(Qualmi) #5

well…i would like to help you, but my knowledge of that is a bit outdated. also what are you trying to do.

  1. create your own map and then apply an alphamap similar to the one in fueldump
  2. edit some stock terrain and do another conversion

for point 2: im abosultly of no clue. i once heard its not possible to edit a pcx file, but i dont want to claim that 100%.

for point 1: just try easygen. it creates the pcx file and the shaders for you. if it dont work, you will have to find another way of making and texturing your terrain. for example with dotproduct 2.


(Qualmi) #6

well…i would like to help you, but my knowledge of that is a bit outdated. also what are you trying to do.

  1. create your own map and then apply an alphamap similar to the one in fueldump
  2. edit some stock terrain and do another conversion

for point 2: im abosultly of no clue. i once heard its not possible to edit a pcx file, but i dont want to claim that 100%.

for point 1: just use easygen for this, if you want to have it stocklike. the pcx file and the shaders are generated by this programm.


(ChimTea) #7

Hi again so i still refuse to use easygen ^^
But i tried to use some terrain from common textures.
Now i have a problem, i hear the sound if i walk on it, grass.
But it doesnt show so, invisible.
I think i need to finnish the terrain make a func group and add entity to it or something

if anyone knows more feel free to reply

edit: this terrain from common is wrong :stuck_out_tongue: sorry


(masterkiller) #8

hello
key and value on the func_group:

classname = func_group
terrain = 1
layers = 2 (numbers of texture use)
shader = [my_map]/terrain ( whit no [])
alphamap = [your_pcx_file].pcx ( whit no [])

my basic scipts look like this : (only 2 texture here)


textures/[my_map]/terrain_0
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/grass_dense1.tga
		rgbGen vertex
		tcmod scale 0.500000000 0.500000000
	}
}

textures/[my_map]/terrain_1
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		rgbGen vertex
		tcmod scale 0.500000000 0.500000000
	}
}

textures/[my_map]/terrain_0to1
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/grass_dense1.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.500000000 0.500000000
	}
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.500000000 0.500000000
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/vx[my_map]/terrain
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/grass_dense1.tga
		rgbGen vertex
		tcmod scale 0.500000000 0.500000000
	}
}


more complexe whit grass script look like this (5 textures for map name merlin)


textures/merlin/base
{
//	nomipmaps
//	nopicmip
	q3map_lightmapaxis z
	q3map_lightmapmergable
	q3map_nonplanar
	q3map_shadeangle 179	
	q3map_forcemeta

	tcmod scale 0.080000001 0.080000001

}

textures/merlin/terrain_foliage_base
{
	q3map_baseShader textures/merlin/base

	q3map_foliage models/merlin/grass_foliage1.md3 1.25 48 0.1 2
	q3map_foliage models/merlin/grass_foliage2.md3 1.1 48 0.1 2
	q3map_foliage models/merlin/grass_foliage3.md3 1 48 0.1 2
}

textures/merlin/terrain_foliage_fade
{
	q3map_baseShader textures/merlin/base

	q3map_foliage models/merlin/grass_foliage1.md3 1.25 64 0.1 2
	q3map_foliage models/merlin/grass_foliage2.md3 1.1 64 0.1 2
	q3map_foliage models/merlin/grass_foliage3.md3 1 64 0.1 2
}

textures/merlin/terrain_0
{
	q3map_baseshader textures/merlin/base
	qer_editorimage textures/temperate_sd/master_grass_dirt3.tga
	surfaceparm landmine
	surfaceparm grasssteps
	
	{

		map textures/temperate_sd/master_grass_dirt3.tga
		rgbGen vertex
		tcmod scale 0.080000001 0.080000001

	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
}

textures/merlin/terrain_1
{
	q3map_baseshader textures/merlin/terrain_foliage_base
	qer_editorimage textures/temperate_sd/grass_dense1.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/grass_dense1.tga
		rgbGen vertex
		tcmod scale 0.080000001 0.080000001

	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
}

textures/merlin/terrain_2
{
	q3map_baseshader textures/merlin/base
	qer_editorimage textures/temperate_sd/grass_path1.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/grass_path1.tga
		rgbGen vertex
		tcmod scale 0.080000001 0.080000001

	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
}

textures/merlin/terrain_3
{
	q3map_baseshader textures/merlin/base
	qer_editorimage textures/temperate_sd/master_grass_dirt3.tga
	surfaceparm landmine
	surfaceparm grasssteps

	{
		map textures/temperate_sd/master_grass_dirt3.tga
		rgbGen vertex
		tcmod scale 0.080000001 0.080000001

	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
}

textures/merlin/terrain_4
{
	q3map_baseshader textures/merlin/base
	qer_editorimage textures/temperate_sd/rock_ugly_brown.tga

	{
		map textures/temperate_sd/rock_ugly_brown.tga
		rgbGen vertex
		tcmod scale 0.080000001 0.080000001

	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
}

textures/merlin/terrain_0to1
{
	q3map_baseshader textures/merlin/base
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.080000001 0.080000001

		
	}
	{
		map textures/temperate_sd/grass_dense1.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.080000001 0.080000001
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA

	}
	
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
}

textures/merlin/terrain_0to2
{
	q3map_baseshader textures/merlin/base
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.080000001 0.080000001	
	}
	{
		map textures/temperate_sd/grass_path1.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.080000001 0.080000001
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}	
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}

}

textures/merlin/terrain_0to3
{
	q3map_baseshader textures/merlin/base
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.080000001 0.080000001	
	}
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.080000001 0.080000001
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA

	}

	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}

}
textures/merlin/terrain_0to4
{
	q3map_baseshader textures/merlin/base
	surfaceparm gravelsteps
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.080000001 0.080000001

		
	}
	{
		map textures/temperate_sd/rock_ugly_brown.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.080000001 0.080000001
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA

	}

	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}

}

textures/merlin/terrain_1to2
{
	q3map_baseshader textures/merlin/terrain_foliage_fade
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/grass_dense1.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.080000001 0.080000001


	}
	{
		map textures/temperate_sd/grass_path1.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.080000001 0.080000001
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA

	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
}

textures/merlin/terrain_1to3
{
	q3map_baseshader textures/merlin/terrain_foliage_fade
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/grass_dense1.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.080000001 0.080000001
	}
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.080000001 0.080000001
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}

}

textures/merlin/terrain_1to4
{
	q3map_baseshader textures/merlin/base
	surfaceparm gravelsteps
	{
		map textures/temperate_sd/grass_dense1.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.080000001 0.080000001
	}
	{
		map textures/temperate_sd/rock_ugly_brown.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.080000001 0.080000001
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}

}


textures/merlin/terrain_2to3
{
	q3map_baseshader textures/merlin/terrain_foliage_fade
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/grass_path1.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.080000001 0.080000001
	}
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.080000001 0.080000001
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}

}

textures/merlin/terrain_2to4
{
	q3map_baseshader textures/merlin/base
	surfaceparm gravelsteps
	{
		map textures/temperate_sd/grass_path1.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.080000001 0.080000001
	}
	{
		map textures/temperate_sd/rock_ugly_brown.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.080000001 0.080000001
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
}

textures/merlin/terrain_3to4
{
	q3map_baseshader textures/merlin/base
	surfaceparm gravelsteps
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.080000001 0.080000001
	}
	{
		map textures/temperate_sd/rock_ugly_brown.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.080000001 0.080000001
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
}

textures/merlin/terrain.vertex
 {
	q3map_baseshader textures/merlin/base
	{
		map textures/detail_sd/sanddetail.tga
		blendFunc GL_DST_COLOR GL_SRC_COLOR
		detail
		tcmod scale 0.080000001 0.080000001
	}
  }


// model for grass

models/merlin/grass_foliage1
{
	qer_editorimage models/foliage/grassfoliage1.tga
	nopicmip
	qer_alphafunc greater 0.5
	cull disable

	// distanceCull <inner> <outer> <alpha threshold>
	distanceCull 512 1792 0.49
	sort seethrough
	surfaceparm pointlight
	surfaceparm trans
	surfaceparm nomarks
	nopicmip
	{
		map models/foliage/grassfoliage1.tga
		alphaFunc GE128
		rgbGen exactVertex
		alphaGen vertex
	}
}

models/merlin/grass_foliage2
{
	qer_editorimage models/foliage/grassfoliage2.tga
	nopicmip
	qer_alphafunc greater 0.5
	cull disable

	// distanceCull <inner> <outer> <alpha threshold>
	distanceCull 512 1536 0.49
	sort seethrough
	surfaceparm pointlight
	surfaceparm trans
	surfaceparm nomarks
	nopicmip
	{
		map models/foliage/grassfoliage2.tga
		alphaFunc GE128
		rgbGen exactVertex
		alphaGen vertex
	}
}

models/merlin/grass_foliage3
{
	qer_editorimage models/foliage/grassfoliage3.tga
	nopicmip
	qer_alphafunc greater 0.5
	cull disable

	// distanceCull <inner> <outer> <alpha threshold>
	distanceCull 480 1280 0.49
	sort seethrough
	surfaceparm pointlight
	surfaceparm trans
	surfaceparm nomarks
	nopicmip
	{
		map models/foliage/grassfoliage3.tga
		alphaFunc GE128
		rgbGen exactVertex
		alphaGen vertex
	}
}




(ChimTea) #9

Ok danke ill try it out screenshots will follow

but, what shader do i use for the surface of the terrain, it can’t just be all those terrain_0 1 2… cuz it wouldnt blend.


(masterkiller) #10

It numbers of color contain your alphamap (pcx file) and layers (key/value)

in the first exemple, it 2 layers (2 textures in the pcx)

texture 1
textures/[my_map]/terrain_0

texture2
textures/[my_map]/terrain_1

the blend
textures/[my_map]/terrain_0to1

replace [my_map] by the name of your map and put the script at the end of your perso shader.
Also, replace [my_map] in the func_group (shader value),
And also, don’t forget to add your perso shader in your shaderlist.

for more then 2 textures (exemple 2)

it a 5 textures for a map name merlin: (5 textures in .pcx file)

classname = func_group
terrain = 1
layers = 5
shader = merlin/terrain
alphamap = merlin.pcx

textures/merlin/terrain_0
textures/merlin/terrain_1
textures/merlin/terrain_2
textures/merlin/terrain_3
textures/merlin/terrain_4

look at the second scripts for the blend (terrain_XtoX )

===========
edit:
More info about the .pcx.

every pixel count for 2 triangles (1 square/rectangle) of your func_group.
you can’t mix more then 2 textures.


(ChimTea) #11

error

2 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17
GtkRadiant    - v1.5.0 Apr 26 2007 19:01:46
Last one turns the lights off
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory/etmain/
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory/main/

--- BSP ---
entering scripts/shaderlist.txt
entering scripts/_unsorted.shader
entering scripts/alpha.shader
entering scripts/alpha_sd.shader
entering scripts/assault.shader
entering scripts/assault_rock.shader
entering scripts/awf_props.shader
entering scripts/battery.shader
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
entering scripts/battery_wall.shader
entering scripts/bbmodels_mapobjects.shader
entering scripts/blimp.shader
entering scripts/bunker_sd.shader
entering scripts/castle_door.shader
entering scripts/castle_floor.shader
entering scripts/castle_window.shader
entering scripts/castle_wood.shader
entering scripts/chat.shader
entering scripts/chat_window.shader
entering scripts/chat_wood.shader
entering scripts/chateau.shader
entering scripts/common.shader
entering scripts/decals.shader
entering scripts/doors.shader
entering scripts/eerie.shader
entering scripts/egypt_door_sd.shader
entering scripts/egypt_floor_sd.shader
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
entering scripts/egypt_props_sd.shader
entering scripts/egypt_rock_sd.shader
entering scripts/egypt_trim_sd.shader
entering scripts/egypt_walls_sd.shader
entering scripts/egypt_windows_sd.shader
entering scripts/egypt_wood_sd.shader
entering scripts/factory_sd.shader
entering scripts/fueldump.shader
WARNING: Unknown surfaceparm: "landmine"
entering scripts/gfx_2d.shader
entering scripts/gfx_clipboard.shader
entering scripts/gfx_damage.shader
entering scripts/gfx_hud.shader
entering scripts/gfx_limbo.shader
entering scripts/gfx_misc.shader
entering scripts/goldrush.shader
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
entering scripts/hacienda.shader
entering scripts/icons.shader
entering scripts/levelshots.shader
entering scripts/lights.shader
entering scripts/liquids.shader
entering scripts/liquids_sd.shader
entering scripts/mapfx.shader
entering scripts/metal_misc.shader
entering scripts/metals_sd.shader
entering scripts/miltary_door.shader
entering scripts/miltary_trim.shader
entering scripts/miltary_wall.shader
entering scripts/models_ammo.shader
entering scripts/models_foliage.shader
entering scripts/models_furniture.shader
entering scripts/models_mapobjects.shader
entering scripts/models_multiplayer.shader
entering scripts/models_players.shader
entering scripts/models_shards.shader
entering scripts/models_weapons2.shader
entering scripts/mp_goldrush.shader
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
entering scripts/mp_guns.shader
entering scripts/mp_railgun.shader
WARNING: Unknown surfaceparm: "landmine"
entering scripts/mp_rocket.shader
entering scripts/mp_seawall.shader
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
entering scripts/mp_siwa.shader
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
entering scripts/mp_wurzburg.shader
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "splash"
WARNING: Unknown surfaceparm: "splash"
entering scripts/mteam_funmap.shader
entering scripts/props.shader
entering scripts/props_sd.shader
entering scripts/radar.shader
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "splash"
WARNING: Unknown surfaceparm: "splash"
entering scripts/railgun_props.shader
entering scripts/railway_sd.shader
entering scripts/rock.shader
entering scripts/rubble.shader
Script file scripts/saint_gobain.shader was not found
entering scripts/seawall_wall.shader
entering scripts/sfx.shader
entering scripts/shadows.shader
entering scripts/siwa_fx_sd.shader
entering scripts/siwa_props_sd.shader
entering scripts/siwa_skyboxes_sd.shader
entering scripts/skies.shader
entering scripts/skies_sd.shader
entering scripts/snow.shader
entering scripts/snow_sd.shader
entering scripts/sprites.shader
entering scripts/stone.shader
entering scripts/swf.shader
entering scripts/temperate_sd.shader
entering scripts/terrain.shader
entering scripts/textures.shader
entering scripts/tobruk_wall_sd.shader
entering scripts/tobruk_windows_sd.shader
entering scripts/town_props.shader
entering scripts/town_roof.shader
entering scripts/town_wall.shader
entering scripts/town_window.shader
entering scripts/town_wood.shader
entering scripts/tree.shader
entering scripts/ui_assets.shader
entering scripts/ui_assets2.shader
entering scripts/villa_sd.shader
entering scripts/village.shader
entering scripts/wood.shader
entering scripts/xlab_door.shader
entering scripts/xlab_props.shader
entering scripts/xlab_wall.shader
Loading C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.map
entering C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.map
************ ERROR ************
PCX file hacienda.pcx was malformed
Disconnecting
2 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17
GtkRadiant    - v1.5.0 Apr 26 2007 19:01:46
Last one turns the lights off
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory/etmain/
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory/main/

--- Vis ---
Loading C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.bsp
Loading C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.prt
************ ERROR ************
LoadPortals: couldn't read C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.prt

Disconnecting
2 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17
GtkRadiant    - v1.5.0 Apr 26 2007 19:01:46
Last one turns the lights off
--- InitPaths ---
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory/etmain/
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory/main/

--- Light ---
Map has shader script C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps/../scripts/q3map2_hacienda_b1.shader
entering scripts/shaderlist.txt
entering scripts/_unsorted.shader
entering scripts/alpha.shader
entering scripts/alpha_sd.shader
entering scripts/assault.shader
entering scripts/assault_rock.shader
entering scripts/awf_props.shader
entering scripts/battery.shader
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
entering scripts/battery_wall.shader
entering scripts/bbmodels_mapobjects.shader
entering scripts/blimp.shader
entering scripts/bunker_sd.shader
entering scripts/castle_door.shader
entering scripts/castle_floor.shader
entering scripts/castle_window.shader
entering scripts/castle_wood.shader
entering scripts/chat.shader
entering scripts/chat_window.shader
entering scripts/chat_wood.shader
entering scripts/chateau.shader
entering scripts/common.shader
entering scripts/decals.shader
entering scripts/doors.shader
entering scripts/eerie.shader
entering scripts/egypt_door_sd.shader
entering scripts/egypt_floor_sd.shader
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
entering scripts/egypt_props_sd.shader
entering scripts/egypt_rock_sd.shader
entering scripts/egypt_trim_sd.shader
entering scripts/egypt_walls_sd.shader
entering scripts/egypt_windows_sd.shader
entering scripts/egypt_wood_sd.shader
entering scripts/factory_sd.shader
entering scripts/fueldump.shader
WARNING: Unknown surfaceparm: "landmine"
entering scripts/gfx_2d.shader
entering scripts/gfx_clipboard.shader
entering scripts/gfx_damage.shader
entering scripts/gfx_hud.shader
entering scripts/gfx_limbo.shader
entering scripts/gfx_misc.shader
entering scripts/goldrush.shader
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
entering scripts/hacienda.shader
entering scripts/icons.shader
entering scripts/levelshots.shader
entering scripts/lights.shader
entering scripts/liquids.shader
entering scripts/liquids_sd.shader
entering scripts/mapfx.shader
entering scripts/metal_misc.shader
entering scripts/metals_sd.shader
entering scripts/miltary_door.shader
entering scripts/miltary_trim.shader
entering scripts/miltary_wall.shader
entering scripts/models_ammo.shader
entering scripts/models_foliage.shader
entering scripts/models_furniture.shader
entering scripts/models_mapobjects.shader
entering scripts/models_multiplayer.shader
entering scripts/models_players.shader
entering scripts/models_shards.shader
entering scripts/models_weapons2.shader
entering scripts/mp_goldrush.shader
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
entering scripts/mp_guns.shader
entering scripts/mp_railgun.shader
WARNING: Unknown surfaceparm: "landmine"
entering scripts/mp_rocket.shader
entering scripts/mp_seawall.shader
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
entering scripts/mp_siwa.shader
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "landmine"
entering scripts/mp_wurzburg.shader
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "splash"
WARNING: Unknown surfaceparm: "splash"
entering scripts/mteam_funmap.shader
entering scripts/props.shader
entering scripts/props_sd.shader
entering scripts/radar.shader
WARNING: Unknown surfaceparm: "landmine"
WARNING: Unknown surfaceparm: "splash"
WARNING: Unknown surfaceparm: "splash"
entering scripts/railgun_props.shader
entering scripts/railway_sd.shader
entering scripts/rock.shader
entering scripts/rubble.shader
Script file scripts/saint_gobain.shader was not found
entering scripts/seawall_wall.shader
entering scripts/sfx.shader
entering scripts/shadows.shader
entering scripts/siwa_fx_sd.shader
entering scripts/siwa_props_sd.shader
entering scripts/siwa_skyboxes_sd.shader
entering scripts/skies.shader
entering scripts/skies_sd.shader
entering scripts/snow.shader
entering scripts/snow_sd.shader
entering scripts/sprites.shader
entering scripts/stone.shader
entering scripts/swf.shader
entering scripts/temperate_sd.shader
entering scripts/terrain.shader
entering scripts/textures.shader
entering scripts/tobruk_wall_sd.shader
entering scripts/tobruk_windows_sd.shader
entering scripts/town_props.shader
entering scripts/town_roof.shader
entering scripts/town_wall.shader
entering scripts/town_window.shader
entering scripts/town_wood.shader
entering scripts/tree.shader
entering scripts/ui_assets.shader
entering scripts/ui_assets2.shader
entering scripts/villa_sd.shader
entering scripts/village.shader
entering scripts/wood.shader
entering scripts/xlab_door.shader
entering scripts/xlab_props.shader
entering scripts/xlab_wall.shader
     1994 shaderInfo
Loading C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.bsp
Loading C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.srf
--- LoadMapFile ---
Loading C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.map
entering C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.map
        0 light entities
--- SetupBrushes ---
      194 opaque brushes
--- SetupDirt ---
       48 dirtmap vectors
--- SetupSurfaceLightmaps ---
      528 surfaces
      312 raw lightmaps
       10 surfaces vertex lit
      518 surfaces lightmapped
      517 planar surfaces lightmapped
        0 non-planar surfaces lightmapped
        1 patches lightmapped
        1 planar patches lightmapped
--- SetupTraceNodes ---
     9409 trace windings (2.37MB)
    17144 trace triangles (1.44MB)
     6688 trace nodes (0.41MB)
     3345 leaf nodes (0.20MB)
        2 average windings per leaf node
       32 max trace depth
--- SetupGrid ---
Grid size = { 64, 64, 128 }
    37422 grid points
--- CreateLights ---
Sun: textures/skies/sd_batterysky
Sky: textures/skies/sd_batterysky
        0 point lights
        0 spotlights
        0 diffuse (area) lights
       18 sun/sky lights
--- SetupEnvelopes ---
       18 total lights
        0 culled lights
--- TraceGrid ---
0...1...2...3...4...5...6...7...8...9... (1)
63 x 66 x 9 = 37422 grid
        0 grid points envelope culled
        0 grid points bounds culled
--- MapRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (0)
    44293 luxels
    22010 luxels mapped
      680 luxels occluded
--- SetupEnvelopes ---
       18 total lights
        0 culled lights
--- IlluminateRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (0)
    44293 luxels illuminated
--- IlluminateVertexes ---
0...1...2...3...4...5...6...7...8...9... (0)
     2579 vertexes illuminated
     2561 lights plane culled
        0 lights envelope culled
        0 lights bounds culled
        0 lights cluster culled
--- StoreSurfaceLightmaps ---
Subsampling...collapsing...sorting...allocating...storing...projecting...done.
    26732 luxels used
    32768 luxels stored (81.58 percent efficiency)
       75 solid surface lightmaps
       98 identical surface lightmaps, using 5678 luxels
        0 vertex forced surfaces
        0 vertex approximated surfaces
        2 BSP lightmaps
        2 total lightmaps
       22 unique lightmap/shader combinations
Writing C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.bsp
Wrote 0.6 MB (679400 bytes)
        3 seconds elapsed
Disconnecting
1 threads

Game: quake2
ERROR: -bsp, -vis, -light, nor -info specified.
What to you want me to do?


Total Time: 0 Seconds
Disconnecting


(MrLego) #12

From your error log two things quickly come to mind.

PCX file hacienda.pcx was malformed

Game: quake2

The PCX file error needs to be corrected - it’s what tells q3map2 where to paint the terrain shader.

Its format should be 8 bit color, 256 max colors.

You should make sure that you have “-game et” in your q3map2 compile command string if you are using a batch file.


(masterkiller) #13

i not sure what the problem is…
But you have a lot of warning in the original shader file…

Also, i found this…
LoadPortals: couldn’t read C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.prt

(don’t know about tis one… do a search here on this forum about “LoadPortals:” … you will probably find it.)

and this:

PCX file hacienda.pcx was malformed

You pcx not looking good i think.

You need to have the same pixel that your func_group have.
if it 32 square by 32 square, you pcx must be 32pixel by 32pixel.

I suggest you to use easygen to build a terrain . It very easy . When you know how it work whit easygen, that can take 2 min to build your terrain.
That genrerate your .map terrain, shader and pcx.

Here a good tutorial about easygen.

http://www.map-craft.com/modules.php?name=DLtoTUT&op=TMCgetit&lid=200

EDIT:
I get bump :smiley:
MRlego is right about the format color …


(ChimTea) #14

[QUOTE=MrLego;210932]From your error log two things quickly come to mind.

The PCX file error needs to be corrected - it’s what tells q3map2 where to paint the terrain shader.

Its format should be 8 bit color, 256 max colors.

You should make sure that you have “-game et” in your q3map2 compile command string if you are using a batch file.[/QUOTE]
ok but this format, is it just a problem with the pcx? i need to change some settings when i make it (in photoshop)

and here is my .bat
if u see errors

"C:\Program Files\GtkRadiant 1.5.0\q3map2.exe" -fs_basepath "C:\Program Files\Wolfenstein - Enemy Territory" -fs_game "etmain" -game "wolf" -meta -connect 127.0.0.1:7525 "C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.map"
Pause
"C:\Program Files\GtkRadiant 1.5.0\q3map2.exe" -fs_basepath "C:\Program Files\Wolfenstein - Enemy Territory" -fs_game "etmain" -game "wolf" -vis -connect 127.0.0.1:7525 "C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.map"
Pause
"C:\Program Files\GtkRadiant 1.5.0\q3map2.exe" -fs_basepath "C:\Program Files\Wolfenstein - Enemy Territory" -fs_game "etmain" -game "wolf" -light -fast -connect 127.0.0.1:7525 "C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.map"
Pause
"C:\Program Files\GtkRadiant 1.5.0\q2map.exe" -bsp2aas -connect 127.0.0.1:7525 "C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.bsp" -forcesidesvisible -optimize
Pause

edit: i use q3map2build (u probably noticed) and in the readme its saying:
If you are using Return to Castle Wolfenstein, put in the game name of wolf.
i think rtcw is still same :stuck_out_tongue: and i tried to use the goldrush pcx. it should always be in etmain and i just copy, renamed it to hacienca.pcx i compiled and it seems to be working now. ill try to make some harder terrain later


(ChimTea) #15

Ok this is pissing me off a little…
maybe it would be easier if i could contact someone and exchange files :<


(masterkiller) #16

try this
it not wolf… -game et


"C:\Program Files\GtkRadiant 1.5.0\q3map2.exe" -meta -fs_basepath "C:\Program Files\Wolfenstein - Enemy Territory" -game et "C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.map"
"C:\Program Files\GtkRadiant 1.5.0\q3map2.exe" -vis -fs_basepath "C:\Program Files\Wolfenstein - Enemy Territory" -game et "D:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.bsp"
"C:\Program Files\GtkRadiant 1.5.0\q3map2.exe" -light -patchshadows -samples 3 -fs_basepath "C:\Program Files\Wolfenstein - Enemy Territory" -game et "C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.bsp"


edit:
put -light -fast -patchshadows -samples 3

save it in .txt file.
rename to .bat
launch the .bat file

im tire… i going to sleep
good luck


(ChimTea) #17
"C:\Program Files\GtkRadiant 1.5.0\q3map2.exe" -fs_basepath "C:\Program Files\Wolfenstein - Enemy Territory" -fs_game "etmain" -game "et" -meta -connect 127.0.0.1:7525 "C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.map"
Pause
"C:\Program Files\GtkRadiant 1.5.0\q3map2.exe" -fs_basepath "C:\Program Files\Wolfenstein - Enemy Territory" -fs_game "etmain" -game "et" -vis -connect 127.0.0.1:7525 "C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.map"
Pause
"C:\Program Files\GtkRadiant 1.5.0\q3map2.exe" -fs_basepath "C:\Program Files\Wolfenstein - Enemy Territory" -fs_game "etmain" -game "et" -light -fast -patchshadows -connect 127.0.0.1:7525 "C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.map"
Pause
"C:\Program Files\GtkRadiant 1.5.0\q2map.exe" -bsp2aas -connect 127.0.0.1:7525 "C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.bsp" -forcesidesvisible -optimize
Pause

2 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17
GtkRadiant    - v1.5.0 Apr 26 2007 19:01:46
Last one turns the lights off
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory/etmain/
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory/etmain/

--- BSP ---
Creating meta surfaces from brush faces
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
entering scripts/_unsorted.shader
entering scripts/alpha.shader
entering scripts/alpha_sd.shader
entering scripts/assault.shader
entering scripts/assault_rock.shader
entering scripts/awf_props.shader
entering scripts/battery.shader
entering scripts/battery_wall.shader
entering scripts/bbmodels_mapobjects.shader
entering scripts/blimp.shader
entering scripts/bunker_sd.shader
entering scripts/castle_door.shader
entering scripts/castle_floor.shader
entering scripts/castle_window.shader
entering scripts/castle_wood.shader
entering scripts/chat.shader
entering scripts/chat_window.shader
entering scripts/chat_wood.shader
entering scripts/chateau.shader
entering scripts/common.shader
entering scripts/decals.shader
entering scripts/doors.shader
entering scripts/eerie.shader
entering scripts/egypt_door_sd.shader
entering scripts/egypt_floor_sd.shader
entering scripts/egypt_props_sd.shader
entering scripts/egypt_rock_sd.shader
entering scripts/egypt_trim_sd.shader
entering scripts/egypt_walls_sd.shader
entering scripts/egypt_windows_sd.shader
entering scripts/egypt_wood_sd.shader
entering scripts/factory_sd.shader
entering scripts/fueldump.shader
entering scripts/gfx_2d.shader
entering scripts/gfx_clipboard.shader
entering scripts/gfx_damage.shader
entering scripts/gfx_hud.shader
entering scripts/gfx_limbo.shader
entering scripts/gfx_misc.shader
entering scripts/goldrush.shader
entering scripts/hacienda.shader
entering scripts/icons.shader
entering scripts/levelshots.shader
entering scripts/lights.shader
entering scripts/liquids.shader
entering scripts/liquids_sd.shader
entering scripts/mapfx.shader
entering scripts/metal_misc.shader
entering scripts/metals_sd.shader
entering scripts/miltary_door.shader
entering scripts/miltary_trim.shader
entering scripts/miltary_wall.shader
entering scripts/models_ammo.shader
entering scripts/models_foliage.shader
entering scripts/models_furniture.shader
entering scripts/models_mapobjects.shader
entering scripts/models_multiplayer.shader
entering scripts/models_players.shader
entering scripts/models_shards.shader
entering scripts/models_weapons2.shader
entering scripts/mp_goldrush.shader
entering scripts/mp_guns.shader
entering scripts/mp_railgun.shader
entering scripts/mp_rocket.shader
entering scripts/mp_seawall.shader
entering scripts/mp_siwa.shader
entering scripts/mp_wurzburg.shader
entering scripts/mteam_funmap.shader
entering scripts/props.shader
entering scripts/props_sd.shader
entering scripts/radar.shader
entering scripts/railgun_props.shader
entering scripts/railway_sd.shader
entering scripts/rock.shader
entering scripts/rubble.shader
Script file scripts/saint_gobain.shader was not found
entering scripts/seawall_wall.shader
entering scripts/sfx.shader
entering scripts/shadows.shader
entering scripts/siwa_fx_sd.shader
entering scripts/siwa_props_sd.shader
entering scripts/siwa_skyboxes_sd.shader
entering scripts/skies.shader
entering scripts/skies_sd.shader
entering scripts/snow.shader
entering scripts/snow_sd.shader
entering scripts/sprites.shader
entering scripts/stone.shader
entering scripts/swf.shader
entering scripts/temperate_sd.shader
entering scripts/terrain.shader
entering scripts/textures.shader
entering scripts/tobruk_wall_sd.shader
entering scripts/tobruk_windows_sd.shader
entering scripts/town_props.shader
entering scripts/town_roof.shader
entering scripts/town_wall.shader
entering scripts/town_window.shader
entering scripts/town_wood.shader
entering scripts/tree.shader
entering scripts/ui_assets.shader
entering scripts/ui_assets2.shader
entering scripts/villa_sd.shader
entering scripts/village.shader
entering scripts/wood.shader
entering scripts/xlab_door.shader
entering scripts/xlab_props.shader
entering scripts/xlab_wall.shader
Loading C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.map
entering C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.map
        0 areaportals
Size: -1024, -2112, -1024 to  1536,   576,  3072
block size = { 1024 1024 1024 }
       96 leafs filled
writing C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.prt
--- WriteSurfaceExtraFile ---
Writing C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.srf
Writing C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.bsp
Wrote 0.2 MB (232516 bytes)
        1 seconds elapsed
Disconnecting
2 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17
GtkRadiant    - v1.5.0 Apr 26 2007 19:01:46
Last one turns the lights off
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory/etmain/
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory/etmain/

--- Vis ---
Loading C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.bsp
Loading C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.prt
   286 portalclusters
   828 numportals
  1126 numfaces
  1656 active portals
     0 hint portals
visdatasize:11448

--- BasePortalVis (1656) ---
0...1...2...3...4...5...6...7...8...9... (0)
      7 average number of passages per leaf
      1 MB required passage memory

--- CreatePassages (1656) ---
0...1...2...3...4...5...6...7...8...9... (1)

--- PassagePortalFlow (1656) ---
0...1...2...3...4...5...6...7...8...9... (2)
creating leaf vis...
Total visible clusters: 56193
Average clusters visible: 196
Writing C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.bsp
Wrote 0.2 MB (243964 bytes)
        4 seconds elapsed
Disconnecting
2 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17
GtkRadiant    - v1.5.0 Apr 26 2007 19:01:46
Last one turns the lights off
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory/etmain/
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory/etmain/

--- Light ---
Fast mode enabled
Patch shadow casting enabled
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
entering scripts/_unsorted.shader
entering scripts/alpha.shader
entering scripts/alpha_sd.shader
entering scripts/assault.shader
entering scripts/assault_rock.shader
entering scripts/awf_props.shader
entering scripts/battery.shader
entering scripts/battery_wall.shader
entering scripts/bbmodels_mapobjects.shader
entering scripts/blimp.shader
entering scripts/bunker_sd.shader
entering scripts/castle_door.shader
entering scripts/castle_floor.shader
entering scripts/castle_window.shader
entering scripts/castle_wood.shader
entering scripts/chat.shader
entering scripts/chat_window.shader
entering scripts/chat_wood.shader
entering scripts/chateau.shader
entering scripts/common.shader
entering scripts/decals.shader
entering scripts/doors.shader
entering scripts/eerie.shader
entering scripts/egypt_door_sd.shader
entering scripts/egypt_floor_sd.shader
entering scripts/egypt_props_sd.shader
entering scripts/egypt_rock_sd.shader
entering scripts/egypt_trim_sd.shader
entering scripts/egypt_walls_sd.shader
entering scripts/egypt_windows_sd.shader
entering scripts/egypt_wood_sd.shader
entering scripts/factory_sd.shader
entering scripts/fueldump.shader
entering scripts/gfx_2d.shader
entering scripts/gfx_clipboard.shader
entering scripts/gfx_damage.shader
entering scripts/gfx_hud.shader
entering scripts/gfx_limbo.shader
entering scripts/gfx_misc.shader
entering scripts/goldrush.shader
entering scripts/hacienda.shader
entering scripts/icons.shader
entering scripts/levelshots.shader
entering scripts/lights.shader
entering scripts/liquids.shader
entering scripts/liquids_sd.shader
entering scripts/mapfx.shader
entering scripts/metal_misc.shader
entering scripts/metals_sd.shader
entering scripts/miltary_door.shader
entering scripts/miltary_trim.shader
entering scripts/miltary_wall.shader
entering scripts/models_ammo.shader
entering scripts/models_foliage.shader
entering scripts/models_furniture.shader
entering scripts/models_mapobjects.shader
entering scripts/models_multiplayer.shader
entering scripts/models_players.shader
entering scripts/models_shards.shader
entering scripts/models_weapons2.shader
entering scripts/mp_goldrush.shader
entering scripts/mp_guns.shader
entering scripts/mp_railgun.shader
entering scripts/mp_rocket.shader
entering scripts/mp_seawall.shader
entering scripts/mp_siwa.shader
entering scripts/mp_wurzburg.shader
entering scripts/mteam_funmap.shader
entering scripts/props.shader
entering scripts/props_sd.shader
entering scripts/radar.shader
entering scripts/railgun_props.shader
entering scripts/railway_sd.shader
entering scripts/rock.shader
entering scripts/rubble.shader
Script file scripts/saint_gobain.shader was not found
entering scripts/seawall_wall.shader
entering scripts/sfx.shader
entering scripts/shadows.shader
entering scripts/siwa_fx_sd.shader
entering scripts/siwa_props_sd.shader
entering scripts/siwa_skyboxes_sd.shader
entering scripts/skies.shader
entering scripts/skies_sd.shader
entering scripts/snow.shader
entering scripts/snow_sd.shader
entering scripts/sprites.shader
entering scripts/stone.shader
entering scripts/swf.shader
entering scripts/temperate_sd.shader
entering scripts/terrain.shader
entering scripts/textures.shader
entering scripts/tobruk_wall_sd.shader
entering scripts/tobruk_windows_sd.shader
entering scripts/town_props.shader
entering scripts/town_roof.shader
entering scripts/town_wall.shader
entering scripts/town_window.shader
entering scripts/town_wood.shader
entering scripts/tree.shader
entering scripts/ui_assets.shader
entering scripts/ui_assets2.shader
entering scripts/villa_sd.shader
entering scripts/village.shader
entering scripts/wood.shader
entering scripts/xlab_door.shader
entering scripts/xlab_props.shader
entering scripts/xlab_wall.shader
Loading C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.bsp
Loading C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.srf
Loading C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.map
entering C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.map
--- SetupGrid ---
Grid size = { 64, 64, 128 }
    58179 grid points
        0 point lights
        0 spotlights
        0 diffuse (area) lights
       18 sun/sky lights
       18 total lights
        0 culled lights
--- TraceGrid ---
0...1...2...3...4...5...6...7...8...9... (1)
41 x 43 x 33 = 58179 grid
--- MapRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (0)
    55693 luxels
    31468 luxels mapped
      903 luxels occluded
       18 total lights
        0 culled lights
--- IlluminateRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (1)
    55693 luxels illuminated
--- IlluminateVertexes ---
0...1...2...3...4...5...6...7...8...9... (0)
     2126 vertexes illuminated
--- StoreSurfaceLightmaps ---
    36966 luxels used
    65536 luxels stored (56.41 percent efficiency)
       62 solid surface lightmaps
       61 identical surface lightmaps, using 2708 luxels
        0 vertex forced surfaces
        0 vertex approximated surfaces
        4 BSP lightmaps
        6 total lightmaps
       28 unique lightmap/shader combinations
        4 custom shaders emitted
Writing C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.bsp
Wrote 0.9 MB (906292 bytes)
        3 seconds elapsed
Disconnecting
1 threads

Game: quake2
ERROR: -bsp, -vis, -light, nor -info specified.
What to you want me to do?


Total Time: 1 Seconds
Disconnecting


(ChimTea) #18

as you see above, the terrain is working but not blended or something, i see the gravel and desert sand etc but they are so small, the map isnt dark or anything but its the terrain that aint 100% ok

but is there a difrence between triangle usage?


(masterkiller) #19

if you work whit a pcx file, i think you need to use square.
Like i said before, every 2 triangle (1 square) = 1 pixel in the pcx file.

You need to have the same pixel that your func_group have.
if it 32 square by 32 square, you pcx must be 32pixel by 32pixel.

if it not working, put your shader and key/value of your func_group


(ChimTea) #20

(used goldrush.shader so it should work)
i still have the same problem.

i think i need to do something with the lighting or i dont know…

bsp

2 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17
GtkRadiant    - v1.5.0 Apr 26 2007 19:01:46
Last one turns the lights off
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory/etmain/
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory/etmain/

--- BSP ---
Creating meta surfaces from brush faces
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
entering scripts/_unsorted.shader
entering scripts/alpha.shader
entering scripts/alpha_sd.shader
entering scripts/assault.shader
entering scripts/assault_rock.shader
entering scripts/awf_props.shader
entering scripts/battery.shader
entering scripts/battery_wall.shader
entering scripts/bbmodels_mapobjects.shader
entering scripts/blimp.shader
entering scripts/bunker_sd.shader
entering scripts/castle_door.shader
entering scripts/castle_floor.shader
entering scripts/castle_window.shader
entering scripts/castle_wood.shader
entering scripts/chat.shader
entering scripts/chat_window.shader
entering scripts/chat_wood.shader
entering scripts/chateau.shader
entering scripts/common.shader
entering scripts/decals.shader
entering scripts/doors.shader
entering scripts/eerie.shader
entering scripts/egypt_door_sd.shader
entering scripts/egypt_floor_sd.shader
entering scripts/egypt_props_sd.shader
entering scripts/egypt_rock_sd.shader
entering scripts/egypt_trim_sd.shader
entering scripts/egypt_walls_sd.shader
entering scripts/egypt_windows_sd.shader
entering scripts/egypt_wood_sd.shader
entering scripts/factory_sd.shader
entering scripts/fueldump.shader
entering scripts/gfx_2d.shader
entering scripts/gfx_clipboard.shader
entering scripts/gfx_damage.shader
entering scripts/gfx_hud.shader
entering scripts/gfx_limbo.shader
entering scripts/gfx_misc.shader
entering scripts/goldrush.shader
entering scripts/hacienda.shader
entering scripts/icons.shader
entering scripts/levelshots.shader
entering scripts/lights.shader
entering scripts/liquids.shader
entering scripts/liquids_sd.shader
entering scripts/mapfx.shader
entering scripts/metal_misc.shader
entering scripts/metals_sd.shader
entering scripts/miltary_door.shader
entering scripts/miltary_trim.shader
entering scripts/miltary_wall.shader
entering scripts/models_ammo.shader
entering scripts/models_foliage.shader
entering scripts/models_furniture.shader
entering scripts/models_mapobjects.shader
entering scripts/models_multiplayer.shader
entering scripts/models_players.shader
entering scripts/models_shards.shader
entering scripts/models_weapons2.shader
entering scripts/mp_goldrush.shader
entering scripts/mp_guns.shader
entering scripts/mp_railgun.shader
entering scripts/mp_rocket.shader
entering scripts/mp_seawall.shader
entering scripts/mp_siwa.shader
entering scripts/mp_wurzburg.shader
entering scripts/mteam_funmap.shader
entering scripts/props.shader
entering scripts/props_sd.shader
entering scripts/radar.shader
entering scripts/railgun_props.shader
entering scripts/railway_sd.shader
entering scripts/rock.shader
entering scripts/rubble.shader
Script file scripts/saint_gobain.shader was not found
entering scripts/seawall_wall.shader
entering scripts/sfx.shader
entering scripts/shadows.shader
entering scripts/siwa_fx_sd.shader
entering scripts/siwa_props_sd.shader
entering scripts/siwa_skyboxes_sd.shader
entering scripts/skies.shader
entering scripts/skies_sd.shader
entering scripts/snow.shader
entering scripts/snow_sd.shader
entering scripts/sprites.shader
entering scripts/stone.shader
entering scripts/swf.shader
entering scripts/temperate_sd.shader
entering scripts/terrain.shader
entering scripts/textures.shader
entering scripts/tobruk_wall_sd.shader
entering scripts/tobruk_windows_sd.shader
entering scripts/town_props.shader
entering scripts/town_roof.shader
entering scripts/town_wall.shader
entering scripts/town_window.shader
entering scripts/town_wood.shader
entering scripts/tree.shader
entering scripts/ui_assets.shader
entering scripts/ui_assets2.shader
entering scripts/villa_sd.shader
entering scripts/village.shader
entering scripts/wood.shader
entering scripts/xlab_door.shader
entering scripts/xlab_props.shader
entering scripts/xlab_wall.shader
Loading C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.map
entering C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.map
WARNING: Over 90 percent structural map detected. Compile time may be adversely affected.
        0 areaportals
Size: -2048, -3136, -1024 to  3072,   576,  3072
block size = { 1024 1024 1024 }
      150 leafs filled
writing C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.prt
WARNING: Flipped triangle: (   320   -896     16) (   256   -896     16) (   384   -896     16)
WARNING: Flipped triangle: (    64   -640     16) (     0   -640     16) (   128   -640     16)
--- WriteSurfaceExtraFile ---
Writing C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.srf
Writing C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.bsp
Wrote 0.4 MB (465620 bytes)
        2 seconds elapsed
Disconnecting
2 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17
GtkRadiant    - v1.5.0 Apr 26 2007 19:01:46
Last one turns the lights off
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory/etmain/
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory/etmain/

--- Vis ---
Loading C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.bsp
Loading C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.prt
   527 portalclusters
  1618 numportals
  1933 numfaces
  3236 active portals
     0 hint portals
visdatasize:37952

--- BasePortalVis (3236) ---
0...1...2...3...4...5...6...7...8...9... (1)
      8 average number of passages per leaf
      5 MB required passage memory

--- CreatePassages (3236) ---
0...1...2...3...4...5...6...7...8...9... (1)

--- PassagePortalFlow (3236) ---
0...1...2...3...4...5...6...7...8...9... (13)
creating leaf vis...
Total visible clusters: 153526
Average clusters visible: 291
Writing C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.bsp
Wrote 0.5 MB (503572 bytes)
       16 seconds elapsed
Disconnecting
2 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17
GtkRadiant    - v1.5.0 Apr 26 2007 19:01:46
Last one turns the lights off
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory/etmain/
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory/etmain/

--- Light ---
Fast mode enabled
Enabling Wolf lighting model (linear default)
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
entering scripts/_unsorted.shader
entering scripts/alpha.shader
entering scripts/alpha_sd.shader
entering scripts/assault.shader
entering scripts/assault_rock.shader
entering scripts/awf_props.shader
entering scripts/battery.shader
entering scripts/battery_wall.shader
entering scripts/bbmodels_mapobjects.shader
entering scripts/blimp.shader
entering scripts/bunker_sd.shader
entering scripts/castle_door.shader
entering scripts/castle_floor.shader
entering scripts/castle_window.shader
entering scripts/castle_wood.shader
entering scripts/chat.shader
entering scripts/chat_window.shader
entering scripts/chat_wood.shader
entering scripts/chateau.shader
entering scripts/common.shader
entering scripts/decals.shader
entering scripts/doors.shader
entering scripts/eerie.shader
entering scripts/egypt_door_sd.shader
entering scripts/egypt_floor_sd.shader
entering scripts/egypt_props_sd.shader
entering scripts/egypt_rock_sd.shader
entering scripts/egypt_trim_sd.shader
entering scripts/egypt_walls_sd.shader
entering scripts/egypt_windows_sd.shader
entering scripts/egypt_wood_sd.shader
entering scripts/factory_sd.shader
entering scripts/fueldump.shader
entering scripts/gfx_2d.shader
entering scripts/gfx_clipboard.shader
entering scripts/gfx_damage.shader
entering scripts/gfx_hud.shader
entering scripts/gfx_limbo.shader
entering scripts/gfx_misc.shader
entering scripts/goldrush.shader
entering scripts/hacienda.shader
entering scripts/icons.shader
entering scripts/levelshots.shader
entering scripts/lights.shader
entering scripts/liquids.shader
entering scripts/liquids_sd.shader
entering scripts/mapfx.shader
entering scripts/metal_misc.shader
entering scripts/metals_sd.shader
entering scripts/miltary_door.shader
entering scripts/miltary_trim.shader
entering scripts/miltary_wall.shader
entering scripts/models_ammo.shader
entering scripts/models_foliage.shader
entering scripts/models_furniture.shader
entering scripts/models_mapobjects.shader
entering scripts/models_multiplayer.shader
entering scripts/models_players.shader
entering scripts/models_shards.shader
entering scripts/models_weapons2.shader
entering scripts/mp_goldrush.shader
entering scripts/mp_guns.shader
entering scripts/mp_railgun.shader
entering scripts/mp_rocket.shader
entering scripts/mp_seawall.shader
entering scripts/mp_siwa.shader
entering scripts/mp_wurzburg.shader
entering scripts/mteam_funmap.shader
entering scripts/props.shader
entering scripts/props_sd.shader
entering scripts/radar.shader
entering scripts/railgun_props.shader
entering scripts/railway_sd.shader
entering scripts/rock.shader
entering scripts/rubble.shader
Script file scripts/saint_gobain.shader was not found
entering scripts/seawall_wall.shader
entering scripts/sfx.shader
entering scripts/shadows.shader
entering scripts/siwa_fx_sd.shader
entering scripts/siwa_props_sd.shader
entering scripts/siwa_skyboxes_sd.shader
entering scripts/skies.shader
entering scripts/skies_sd.shader
entering scripts/snow.shader
entering scripts/snow_sd.shader
entering scripts/sprites.shader
entering scripts/stone.shader
entering scripts/swf.shader
entering scripts/temperate_sd.shader
entering scripts/terrain.shader
entering scripts/textures.shader
entering scripts/tobruk_wall_sd.shader
entering scripts/tobruk_windows_sd.shader
entering scripts/town_props.shader
entering scripts/town_roof.shader
entering scripts/town_wall.shader
entering scripts/town_window.shader
entering scripts/town_wood.shader
entering scripts/tree.shader
entering scripts/ui_assets.shader
entering scripts/ui_assets2.shader
entering scripts/villa_sd.shader
entering scripts/village.shader
entering scripts/wood.shader
entering scripts/xlab_door.shader
entering scripts/xlab_props.shader
entering scripts/xlab_wall.shader
Loading C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.bsp
Loading C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.srf
Loading C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.map
entering C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.map
--- SetupGrid ---
Grid size = { 128, 128, 128 }
    39237 grid points
      446 point lights
        0 spotlights
      446 diffuse (area) lights
       18 sun/sky lights
      900 total lights
       10 culled lights
--- TraceGrid ---
0...1...2...3...4...5...6...7...8...9... (1)
41 x 29 x 33 = 39237 grid
--- MapRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (0)
   131811 luxels
    63637 luxels mapped
     3570 luxels occluded
      900 total lights
        0 culled lights
--- IlluminateRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (3)
   131811 luxels illuminated
--- IlluminateVertexes ---
0...1...2...3...4...5...6...7...8...9... (1)
     4607 vertexes illuminated
--- StoreSurfaceLightmaps ---
    73595 luxels used
    98304 luxels stored (74.86 percent efficiency)
      109 solid surface lightmaps
      126 identical surface lightmaps, using 1995 luxels
        0 vertex forced surfaces
        0 vertex approximated surfaces
        6 BSP lightmaps
        8 total lightmaps
       45 unique lightmap/shader combinations
        9 custom shaders emitted
Writing C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.bsp
Wrote 1.1 MB (1113028 bytes)
        7 seconds elapsed
Disconnecting

bspc

BSPC version 2.1h, May  6 2001 16:15:03 by Mr Elusive
forcesidesvisible = true
optimize = true
bsp2aas: C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.bsp to C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.aas
unknown BSP format IBSP, version 47

.bat

"C:\Program Files\GtkRadiant 1.5.0\q3map2.exe" -fs_basepath "C:\Program Files\Wolfenstein - Enemy Territory" -fs_game "etmain" -game "et" -glview -info -meta -patchmeta -connect 127.0.0.1:7525 "C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.map"
"C:\Program Files\GtkRadiant 1.5.0\q3map2.exe" -fs_basepath "C:\Program Files\Wolfenstein - Enemy Territory" -fs_game "etmain" -game "et" -vis -fast -saveprt -connect 127.0.0.1:7525 "C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.map"
"C:\Program Files\GtkRadiant 1.5.0\q3map2.exe" -fs_basepath "C:\Program Files\Wolfenstein - Enemy Territory" -fs_game "etmain" -game "et" -light -faster -filter -connect 127.0.0.1:7525 "C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.map"
"C:\Program Files\GtkRadiant 1.5.0\bspc.exe" -bsp2aas -connect 127.0.0.1:7525 "C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\hacienda_b1.bsp" -forcesidesvisible -optimize

func_group

"classname" "func_group"
"layers" "4"
"shader" "goldrush/lmterrain"
"alphamap" "hacienda.pcx"
"terrain" "1"
"angle" "45"

.pcx