GTKRadiant 1.5: Common shaders won't show up


(Paul) #1

Hmm seems al this problems i fixed now,

Come to the next problem:

************ ERROR ************
MAX_ORIGINAL_EDGES

I have it with original oasis_final.map (original file)


(Pegazus) #2

Mostly compile of -notjunc [ (single) BSP -meta - notjunc ] should help you out with this problem.


To do that, go to from your toolbar Build - Customize
Drag to the end of the build menu, you should see an empty area. Double click it and enter this to the line.
Q3Map2: (single) BSP -meta -notjunc This helps you to recognize what compile it is :slight_smile:
In the commandline add [q3map2] -meta -notjunc -mv 1024 -mi 6144 “[MapFile]” and then ok.

Now this is not always recommended to compile with -notjunc.


What i think is the cause, that oasis has alot of small triangular terrain, check if those are detail.


(Paul) #3

Another weird problem, the sky isn’t showing up in GTK Radiant and just standing there as SHADER IMAGE MISSING!

AND another weird problem:

When i do /devmap oasis_final it says

RE_LoadWorldMap: maps/oasis_final.bsp not found.

But in the directory i see the file :S


(Pegazus) #4

That is how it is in GTK Radiant, the sky will look ok in game.


Did you do /g_gametype 2 and /sv_pure 0 in console before doing /devmap?


(Paul) #5

Hmm weird, it’s working now while i didn’t changed anything.

Also the models aren’t showing up in-game and with compiling he says he can’t find the models?
Should i unpack the modeler folder from the pak0.pk3 or something?


(Wezelkrozum) #6

Those are md3 models and aren’t included in the pk3’s because they are compiled in the game. Maybe the sourcefiles of w:et does includes those md3 models?


(Pande) #7

yes you need model folder to get the images and models. You can then ditch them all in pk3 once its compiled.