gtkRadiant Textures


(Orange) #1

Hi,
I’ve decided to try making my own map so I’ve read some articles and tutorials and then realized I should download some software in order to move on.
So I’ve downloaded gtkRadiant 1.4 and installed it.
The first thing I noticed was that I have many missing textures…
There are a lot of directories but usually there are like 2 working shaders and 10 “Shader Image Missing”…
From those who are working I can’t actually find what I’m looking for so I’ve looked in the ET mapping resources thread and found the photorealistic textures pack.
I extracted all of the textures to a folder so I can browse them easily and found some textures I liked.
I created a new “textures” folder inside my map folder and copied the textures there.
Then I went to Textures>Load Directory and loaded my folder but nothing happend…
So I guess that I have to create some kind of shader and include my jpg image in it in some why…

My question is: can I somehow make Radiant accept my jpg image without creating shaders? if not, where can I learn how to make just that simple shader to contain that image?

Another problem is that when I use the GenSurf plugin to use the height map I created and then select it all and choose other texture (not that I have so many options…) gtkRadiant give me some access violation error and quit.
Any solution for this?

BTW:
I must say that I really like this site’s design, Orange everywhere, couldn’t ask for more…


(Orange) #2

Ignore the second question
I was selecting also the brushes under the surface and there are probably too much of them…


(Shallow) #3

There’s quite a few broken shaders in ET, don’t worry about that.

Where are your textures? It sounds like you have them in either etmain/textures or some other arbitrary and entirely wrong place. They should be inside another folder e.g. etmain/textures/orangetex1. Then add a line saying orangetex1 (or whatever your folder is actually called) to etmain/scripts/shaderlist.txt. Textures MUST be inside your ET directory.

After that, restart radiant and you should be able to see your folder name on the textures menu. Any time you need to use ‘Load directory’ it isn’t set up properly.


(thegnat) #4

The best result would be if you unzip the pak0.pk3 into your etmain folder. Then you should have directories like this etmain/textures… and so on. There are all textures in it.
If you want to use your own textures, you should create a map specific subfolder in that textures folder in etmain.

Edit: Shallow was replying faster. :cool:


(Orange) #5

Actually, I was holding my map and textures in D:\Itzik\ET\FT and D:\Itzik\ET\FT extures
That’s how I usually work and then I only put things in their places when I’m done…

Thanks!


(thegnat) #6

Then you would have to set the basepath in GTKradiant to your working folder. But you also need to copy the stock textures into it. I recommend you to use the folder structure while creating your map - saves you loads of time when it comes to sorting folders for the release.pk3.


(Orange) #7

Well, thanks to your help, I continued working on my map and I now have a grass-textured land built on my height map, area on the map where I want to put a forest later with a forest ground texture, two mountains with a suitable texture and I began putting a road texture where I want to have a truck moving.
A picture would make things more clear but it still looks very ugly so I’ve decided to spare this torture, for your own good…
I also have a worldspan entity with mapcoordsmins and mapcoordsmaxs, with values bit bigger than the actual map because I read that otherwise the map get stuck…
And of course all the essentials:

  • team_CTF_bluespawn and team_CTF_redspawn, both with startactive and invulnerable checked
  • team_WOLF_objective near each spawn, one with default_axis and one with default_allies
  • info_player_deathmatch watching the allies spawn point
  • script_multiplayer placed in the middle of the map

When I tried to compile it the first few times I had the entity leak warning popup and then I remembered I should have everything wrapped in a hollow box so I created a box bigger than my map and made it hollow.
Then I clicked on BSP>(test) -BSP -meta -vis -light -fast -filter
Not that I know what does it mean, just saw test and decided to click on it since I want to test my map…
The leak problem was solved and I waited for it to finish compiling then opened ET and typed in the console /sv_pure 0, then /g_gametype 2 and then /devmap ft
The map started loading but then it finished loading and started again, and then again, and again, and again until I got tired from it and came here…
Why does it always happen to me that when I solve a problem and think I’m done another problem pops a second later? (yes, I was nice to my parents…)


(nUllSkillZ) #8

I don’t know what’s wrong or what mistake has happened.
But that’s the way of life:
Get a problem, solve this problem, get the next problem …