Help: Custom SP Map shows random texture instead of muzzle flash


(W0lfMan) #1

I am making a new SP map for Wolfenstein.

Since about 2 weeks ago, whenever I compile the map with lighting, I get a random texture instead of the muzzle flash when any player fires a gun. Even smoke shows as random textures, and the flamethrower shoots random textures too.

This only happens with my map. I have tried deleting things from the map file, but I don’t know what is causing the problem.

I am using MacRadiant 1.4.0 on an Intel Mac.

Screenshot showing textures shot out from flamethrower:
I


(Eugeny) #2

Very similar to the shader overflow bug


(ronboy) #3

Hello Wolfman. I would use Q3map instead of Q3map2 if it’s possible for you. Q3map2 may have good lighting effects, but it has problems such as the shader overflow bug you’re having, and it seems areaportals don’t work with Q3map2 either.


(W0lfMan) #4

Yes, that looks exactly like the problem.

Fortunately, I did save versions of my map about once a week, so I can look at the older versions of my map that didn’t compile with this shader overflow bug. In the mean time, I will try the tips listed on that page.

I’ll try using that. I’m not really using any particularly fancy lighting effects yet (I haven’t yet learned how to do spotlights, for example.)

Overall, my map is about 2/3 complete. It is set in an industrial facility. I will release the .map file too.


(ronboy) #5

Since you’re not using fancy lighting effects, I would just use Q3map instead of optimizing the map to make Q3map2 happy. It’s good to see another SP mapper around. :smiley:


(vicpas) #6

Hello, WolfMan.
Welcome to this forum, here you will find many response for good mapping.


(ailmanki) #7

A guess, you have invalid shader file, which instead of crashing the game causes that.
Try opening your shader files with a real good editor like Notepad++ and enable unprintable-characters.
Also check for shaders defined twice in same file.
Easiest to test, would be to remove your modified shader files, textures will be missing and everything will be ugly. Then just check the flamethrower if it works normal or not.


(W0lfMan) #8

It looks like q3map is not supplied with my version of MacRadiant, so I will have to find and compile the source. Do I need to get a special version of q3map that is for Wolfenstein? Or will any version do?

[QUOTE=vicpas;408803]Hello, WolfMan.
Welcome to this forum, here you will find many response for good mapping.[/QUOTE]
Great, because I have more questions after this one. My next problem with the map is that I absolutely cannot get elevators to work. I’ll post a new thread for that later.

[QUOTE=ailmanki;408835]A guess, you have invalid shader file, which instead of crashing the game causes that.
Easiest to test, would be to remove your modified shader files, textures will be missing and everything will be ugly. Then just check the flamethrower if it works normal or not.[/QUOTE]
I haven’t been modifying any shader files, nor am I using any custom textures.

I did follow the suggestions in the link given in post #2 of this thread, and I managed to get some of the smoke from explosions to show up, but the flamethrower and firing guns is still wrong.

It says:

note the number that’s listed next to ‘shaders / lightmap combos’ … if that number is greater than 390 then you’re stuffed

Well first that number was 412. I combined some brushes and caulked hidden surfaces and got it down to 409. Then I removed about 3 textures, and combined more brushes and caulked more surfaces and it went up to 426!


(ronboy) #9

Wolfman, I think any version of q3map will work with Rtcw, but I’m not 100% sure. Since you are using a Mac, I’m not familiar with the program mac radiant. I use windows and gtk radiant. Maybe an older version of Mac radiant will have q3map.


(vicpas) #10

Hello, WolfMan.
Here, you will find tutorials for elevators(lifts):http://returntocastlewolfenstein.filefront.com/file/PackSPTutorial2;115875


(W0lfMan) #11

MacRadiant is gtkradiant bundled for the Mac. It uses the X Windowing system. It looks like this.

However, as for q3map, I currently can’t find any OS X binaries. I downloaded the source, but I can’t get it to compile (yet). I will keep trying on this.


(ronboy) #12

[QUOTE=W0lfMan;408933]MacRadiant is gtkradiant bundled for the Mac. It uses the X Windowing system. It looks like this.

However, as for q3map, I currently can’t find any OS X binaries. I downloaded the source, but I can’t get it to compile (yet). I will keep trying on this.[/QUOTE]

I didn’t know gtk radiant had a mac counterpart. You learn something new everyday. :slight_smile:

Good luck with your problem, because I’m out of suggestions.


(W0lfMan) #13

It looks like q3map is not going to work out for me on the Mac. I finally got the source (located here) from ID Software to compile, but it appears to only make .bsp files for Quake III.

Unless there is a Mac OS X binary or source code for a RCTW version of q3map, it looks like using q3map is not going to work. I do not own any Windows PC, so any solution involving that OS is inconvenient.

In the mean time, I have been following the tips on the shader overflow bug page, and I have gotten the problem to be a bit better. I can see more of the flamethrower and more smoke from explosions.

I am going to finish the last major room of this map (it will be based on the pumping station at the Chicago Water Tower) and I will release it all hopefully sometime in December.


(ronboy) #14

I’m glad this map will be released sometime next month. Good luck. :cool:


(W0lfMan) #15

To followup with vicpas’ post #10, I have elevators working, and my map now has three elevators. The problem was something incredibly stupid, entirely unrelated to my map file. I use Mac OS X which has a feature for newbies to hide the file extension. This “feature” can be applied to individual files. I thought I had my script file named my-map.script, but its full name was actually my-map.script.txt. The .txt extension was hidden, and I only thought to check for this when I thought about the fact that the system kept referring to the file as a plain text file. So, that was annoying, but I’m glad I finally figured it out.

As the map is progressing, I’m finding that the shader bug is getting worse.

I think I can still get this map out this month. It will most likely be nearer the end of this month.

Attached are two screenshots!

Generator room:

Tank room:


(vicpas) #16

RtCW shader overflow quick fix

As a quick fix use this switch in the LIGHT stage -nocollaspe. If you still get the error after than then I’m afraid to say you have a lot of optimizing to do and there isn’t a short cut to fixing this issue either.

Some things that might work to fix the problem;

Create new single textures by combining two or more together; like a step texture and a floor trim used on the edge of the step - instead of using two separate textures (and hence shaders) you could combine them into a single image for use in game.

Complex geometry should be converted to ASE models which is then player or weapon clipped - as they already have heavily optimised lightmaps..

Any non-axial brushwork (like cracks, rocks, broken walls etc..) should be converted to ASE models and clipped appropriately as above.

Try caulking every hidden face, esp. on detail flagged brushwork as they're not always culled by the compiler.

Try converting patch mesh objects into either ASE models or brushwork - the crypt vaulting in my last SP was brushwork and not patch meshes.

Try not to break brushes into too small or unnecessary sizes.

By the way, depending on what version of GTK you have you’re more than likely to already be using q3map2
Some additional shader overflow fix information

There are ways to fix the problem depending on how bad the weapons_flash bug is - you may noticed that cutting back and simplifying brushwork will result in the weapons_flash bug decreasing in severity, the flamethrower for example would gradually become partly functional, then a bit more until it was a complete flame.

Some known things to try to ‘fix’ the bug (may be repeats of above info);

Reduce the number of faces in the map, if you've got tonnes of 3pt clipped or vertex manipulated brushwork remove as much of it as possible and leave only the bare minimum for the effect.

Try func_group brushes that have more than one face in 'coincidence'.

Try 'merging' as many brushes together as possible.

Allied to func_grouping above... 'convert' any big 'terrain' sections into just that, a terrain mesh by adding the following key/value settings into the entities world spawn;

    key = "terrain", value = "1" 

    key = "layers", value="1"

    key = "shader", value = "textures/yourfolder/yourtexture"
    [note: you don't need to add an actual file extension here .tga]

    key = "alphamap", value ="maps/yourfile.pcx"
    [note: this is basically a white texture that's been saved as a paletted image (256 colour palette), I've also not had any problems with placing it in various locations so long as the worldspawn path is correct.

use q3map2 with the -nocollapse.
What this does is force q3m2 to create unique lightmaps for everything instead of 're-using' similar lightmaps on other objects.

q3map2 with -meta or -patchmeta.
Results for me with this were unreliable, it does 'odd' things to the lightmaps and created some heavy shadows where it should have done...!

gridsize xxx xxx xxx does work but it really makes the lighting go noticably grainey. The default setting are similar to the following;

    key = "_gridsize", value = "128 128 256"
    Changing the 'value' reference to "256 256 256" or above will increase the size of the lightmaps (by decreasing their resolution - same sized images are stretched over a larger area) and should reduce the number of unique lightmaps that are generated.

(W0lfMan) #17

[QUOTE=vicpas;412544]RtCW shader overflow quick fix
As a quick fix use this switch in the LIGHT stage -nocollaspe. If you still get the error after than then I’m afraid to say you have a lot of optimizing to do and there isn’t a short cut to fixing this issue either.
[/QUOTE]
The -nocollapse option makes the shader issue better, but does not completely eliminate it.

I am probably just going to release the map with the shader problem fixed as best as I can, and admit that it is my first map ever, so it is not perfect.

I will also be releasing the full source-code of the map, that is, the original .map file, so anyone will be able to change the map, or take ideas from it.

In the next two weeks, I will be able to devote a lot more time to finishing this map, so it is very likely to be released this month.

I just need to:

  • finish the last, very large room
  • make minor enhancements all around the map
  • finish the AI scripting (this should be pretty good!)
  • play-test and make some game-play changes
  • make a levelshot and background story

(ronboy) #18

It would be great if you would have had success with q3map. I find it to be more reliable than q3map2.


(W0lfMan) #19

Right, so when I release the .map file, that will allow someone else to try compiling it with q3map.


(vicpas) #20

Before you make a final work, make a beta version with source file and place it here for testing and then we will try to compile it and we try to eliminate
the damn bug: Shader overflown.