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:
- 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.