maybe it’s to early in the morning and the coffee hasn’t kicked in yet… but
im packing an early rough sample map to send off to schaffer for cm work. so i downloaded a fresh install of et last nite to make shure i have an uber clean et to test my map in.
that makes 3 et’s installed on my system now, one for editing, one for playing and one for the testing.
after the pk3 was made, and tossed in the new install, i went through it to screenshot and textures and models i may have forgotten to add. i have been adding the missing stuff this morning and came across a light texture that i cannot find.
in the lights shader file, called textures/lights/light_m25b, came up as the black/yellow grid in the clean et test folder, so i went looking for what the problem on that one was, and i cannot find the textures for it anywhere…
the qer image is as follows from the shader,
qer_editorimage textures/lights/light_m25b.tga
so i checked my editing et lights folder and no texture light_m25b.tga is there, in fact, all the textures that shader calls for are not there.
i did a search through the drive for that texture anyplace it may be, and none of them exisit on my hard drive.
basicly to put this all in some perspective… when i load radiant, i can see the texture, the tga image… i see it on the brush its applied to, and in the texture window. in the et for editing only, it shows up perfectly in game… casts light light it should… ect…
but i have no idea how it does this when the textures it calls in the shader do not exist.
it’s probably something really simple i forgot about… but if anyone wants to check their lights.shader for that light_m25b and see if they cand find out where the textures are and tell me, i would appreciate it. i mean… i cant even find those textures in the pak0.pk3, but that shader does exist in that pak file, and it works proper in my editing et.
im so confused…
EDIT:
a more detailed example,
a screenchop of radiant with the shader in question,

the shader itself,
textures/lights/light_m25b
{
qer_editorimage textures/lights/light_m25b.tga
q3map_lightimage textures/lights/light_msb1.tga
q3map_lightsubdivide 128
q3map_surfacelight 8000
surfaceparm nomarks
{
map $lightmap
rgbGen identity
}
{
map textures/lights/light_m25b.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
{
map textures/lights/light_m25b.tga
blendFunc GL_ONE GL_ONE
}
}
and another screenchop of all the textures in textures/lights

if you see what i mean now… the texture shows up proper in radiant, works fine in the game where i test the maps i play with, but does not show up in a clean et install… basicly because the textures the shader is referencing do not exist.
so im scratching my head to figure out how radiant shows me that texture.
, I ended up putting a copy of the light texture in my maps texture folder and copying the shader into my map’s shader file and naming it something different. The reason I did all that was not to overwrite any of the original files, but it is not really an original file so I guess I really didn’t need to.