Losing textures while Light compiling


(stephanbay) #1

Hi folks,
I have this weird prob : everytime i compile with the lightning i lose the textures that face the skybox. and that happen only to the buildings near the sun (or skybox).
I am using baterry sky.

Compile : bsp -meta, vis -v, light -v

Screenshot

Please for any info you need, i will provide it if iknow how to.

thank you


(kamikazee) #2

Ah, do you use a clean install for testing? (Well, you certainly need one anyway.)
If so, make sure you copy the folder with you map’s name in the maps directory. (For Goldrush this would be maps/goldrush/ )

This folder contains the lightmaps, which are in fact textures with all different parts of shadows.


(stephanbay) #3

not a very clean install, but i will try it. Have to dld ET again :banghead: :banghead:


(stephanbay) #4

ok tried with a clean install but it seems to be a compile problem . If you see the Box on the picture it must be all same textures. the texutres is not missing it just that i thing the side where the light shine do lose its textures. so if you have any logical explanation than this one lol please let me know.


(kamikazee) #5

I guess you’ll need to check your console for errors/warnings to know more.


(stephanbay) #6

there is no error during the compilation . any other suggestion ? :???:


(nUllSkillZ) #7

What textures have you used for this sides?
Could you please post a path.

My guess:
These are custom textures that aren’t a power of 2.


(kamikazee) #8

I was asking for output in the game’s console, could you check over there as well? :wink:


(stephanbay) #9

see the texture with wolf sign on the wooden box should be on the other untextured side . the walls too …

and please can you explain me this textures power of 2. i used to have this problem with a texture that i never used again.
i will post the console log now.


(stephanbay) #10

dam uihave like tons of warnings like this:

couldnt find image for shader : pha/EE3DFSJHFS56456K46DJ6S4H8D888S99F0RWEIRWEI

but one question if the texture were missing it shouldnot be on other part of the map right?


(DerSaidin) #11

Textures must be a picture with dimentions which are a power of two pixels.
ie.
256 pixels x 256 pixels (256 = 2^8)
256 pixels x 512 pixels (512 = 2^9)

As for

Thats not actually a shader, is it?
I’d guess the texture path in the bsp is corrpted.


(stephanbay) #12

ok thannks. i got the power of 2 rule. but still have the texture problem :S.


(DerSaidin) #13

Do brushes with the same shaders have the problem if they’re not facing the skybox?

Also, post the shaders used pls


(stephanbay) #14

Do brushes with the same shaders have the problem if they’re not facing the skybox?

Also, post the shaders used pls

not really. I m not using any shader for the lost textures but as i mentionned above : i still can see the missings textures in other place.
and everything work fine when i do just a bsp compile.


(stephanbay) #15

OK this problem start to piss me off (lost hours of compiling and trying). Please expert, give me a hint or a solution.
:banghead: :banghead: :banghead: :banghead:


(stephanbay) #16

still no response. what about sd stuff? any light for this deseperate situation?


(CooperHawkes) #17

you are giving us a hard time here, dude… you provide no infos but want solutions…

if you don’t use any shaders, you might post your texture names for a starter… maybe they contain some special characters or spaces. There must be a reason that there is some strange shader reference as pha/EE3DFSJHFS56456K46DJ6S4H8D888S99F0RWEIRWEI ending up in your bsp.

If all does not help you could provide the source of a small portion of your map.
ATM it is like crying out loud: it’s not working… help :wink: and we even have to guess, what’s the “it”…


(Shallow) #18

That shader name looks like one that has been automatically generated by q3map2. Normally this happens when you have a ‘styled’ light entity (Note, this is a q3map2 feature intended to simulate dynamic lighting in older Q3 engine games, it is NOT the same thing as a dlight!)

It’s quite possible to apply this by mistake. Look for a light entity that has a ‘targetname’ set and remove that key/value pair, typically this will be something like a spotlight (light + info_null) that you have wired up back to front.