help!! texture problems!!


(BowlOfCereal) #1

hi when i load gtk radiant 1.5 theres no shaders in the common folder, like no caulk no origin or nodraw

so can someone send me there folder plz

2nd question: i made my own textures and they show up in gtk radiant, but when i use them in enemy territory there all replaced wth this yellow and black sqare thing. plz help meee


(mazdaplz) #2

well i have never used radiant 1.5
but i heard it causes problems like this all the time

you might try unzipping your pak0.pk3 into etmain to see if the textures get fixed.

also, when you say you made textures but they dont appear in game, im guessing you’re not using ‘sv_pure 0’ and ‘devmap’

conversely if you’re using a pk3; you want to put your textures in there as well

hope it helps, if not try radiant 1.4


(Tenedy) #3

i had that problem, and for some reason when i installed 1.4, 1.5 started showing them, as well as showing me the models folder


(BowlOfCereal) #4

ok i extracted the pak0 into etmain but when i look inside the common folder, the only thing thats in there is the 2 mirror brushes…

and i always use
/sv_pur 0
\devmap
to test my maps


(89blitz) #5

First question - Re instail enemy terrritory then gtkradiant
Second question - Remeber to put the textures in your pk3 file


(BaronBlabla) #6

maybe you forgot to thick ‘show shaders’…


(Avoc) #7

When you use your own textures, you should firstly make a simple shader for them.

Use notepad or something and write this:

textures/yourmap/yourtexture
{
	implicitMap -
}

Save the file as a .shader, copy these lines when you want to add more costum textures.

When exporting the .pk3 you need to place your costum textures into the appropriate folder and location, the same as you have written in the shader text. So for instance, “yourtexture” should be placed inside the texture/yourmap/ folder in the .pk3

I advise you to install Radiant 1.4


(BowlOfCereal) #8

baron its not that there not showing its that there picture is replaced with “SHADER IS NOT FOUND”

and i uninstalled radiant and et then installed et first but it didnt work

avoc, if my map name was mansion my .shader would be called mansion.shader and it would have

textures/mansion/picture1
{
implicitMap =
}

textures/mansion/picture2
{
implicitMap =
}

that right?


(Avoc) #9

yes that is true


(BowlOfCereal) #10

WEWT it works!!

edited: nevermind not working…

ok here is my .pk3 file if someone can examain and debug it that would be cool
http://www.megaupload.com/?d=EAI1RA3P


(Avoc) #11

Uhm ok, your map completly messed my et.exe … I could not test it.

I did notice a few things though, in your “map” section of your .pk3 file, it is not necessary to include neither the .bak (which is a radiant generated backup-file), the .prt (which is a radiant generated portal file) nor the .srf file (another radiant generated file.)
Waste of space.

I then took a look inside the .bak file (because it is simply a backup file of your .map file, you just need to rename it) and noticed a few things:

  1. The map points to (as an example) this texture in the texture screen:
"ERROR: textures/mansion/gzd_map_Mansion_wall01.bmp is not a shader, it's a texture."

First of all, don’t use .bmp files … Not even sure that you can.

When your hold down shift and press one of the textures in the texture window, it should open up the .shader file which controls the texture. The problem is with the shader itself, lets take a look:

textures/mansion/mansion_wall01
{
	implicitMap -
}

This seems pretty decent, you have all the basic elements in place… BUT! take a look at your texture folder, its called:
“gzd_map_Mansion_wall01.bmp”

You cannot just add a few parts of the texture name, and hope that radiant or ET will be able to guess their way to which texture was meant to be shown, you have to write the entire texture name down in the .shader file:

textures/mansion/gzd_map_Mansion_wall01.bmp
{
	implicitMap -
}

After you have re-written the shader (and added it to the shaderlsit.txt) open it in radiant and re-paint your map. It should work now. You .shader file has to be in the etmain/scripts/ folder of course.

EDIT: You should also take hieght for capital or small letters.

Hope this helps.


(-SSF-Sage) #12

Hmm. You don’t need a shader for custom picture, if you don’t need any special stuff for it (like planting mines etc.). If I remember right that shader is given automatically to the texture if there’s no shader found. And it will work for sure without shader too, cos I’ve done it billion times. You only need to make sure your picture is on both side on a power of 2. (256x512 for example). This is important. If it’s not in power of 2, the pic won’t work in game. Also make sure you use basic jpg (save in paint…) or tga format, no compressed (32 bits for alpha pics).


(BowlOfCereal) #13

ohhh yeah, i have to use tga’s and jpeg’s, and i was going to rename all the textures to take out the gzn_ ect crap.

lemme c if it works
yesss finally

kay can someone just send me the common folder because ive tried everything