in the first part of your shader for the automap your rochefort.tga which im assuming is
your loading image, which you do not need a shader for, if your map is named rochefort.bsp
the game will look for and display rochefort.tga in the levelshots folder, or the default
unknownmap.tga if a mapname.tga is not found.
your map and compass map use the same image, which is usually appended with a _cc as in
rochefort_cc.tga stored in the levelshots folder ( i say usually appended since i never tried a
different filename to test ), and the automap and trans shader will reference this image in
their shaders.
in the automap shader you were using the loading image when it should be the rochefort_cc.tga
levelshots/rochefort_cc_automap
{
nopicmip
nocompress
nomipmaps
{
clampmap levelshots/rochefort_cc.tga // changed this to the rochefort_cc image
depthFunc equal
rgbGen identity
}
}
levelshots/rochefort_cc_trans
{
nopicmip
nocompress
nomipmaps
{
clampmap levelshots/rochefort_cc.tga
blendfunc blend
rgbGen identity
alphaGen vertex
}
}
now since you mentioned that the loading image displays, and you got the orange/black on
the compass? then the game cannot find the rochefort_cc.tga in your levelshots folder,
maybe there’s a typo in its name? or its not a power of 2 image as stealth6 mentions,
or you haven’t put the image in the folder yet, or you havent created it yet.
so basicly you need an image with a power of 2 like 512x512 which is a decent command map
image size, since 256x256 doesnt offer much detail, name that image rochefort_cc.tga
watching any typo of course, i have been making typo’s also when i type its name, and
place that image in your levelshots folder so you should have the 2 files in there,
the loading image and the comandmap image,
levelshots/rochefort.tga
levelshots/rochefort_cc.tga
make shure your shader is in the scripts folder, and has the .shader extension… another reason
why i mention that is because sometimes i rename that to .script, i don’t know why i do that
but it shows that typos and other screwups happen quite often…
generally you would keep the shaders for the commandmap in a seperate file named after
your map and appended with the _levelshots.shader as in
rochefort_levelshots.shader
and its a good practice to do for a nice organized looking pk3, but you don’t have to keep
the command map shaders in its own file, you can also have them in your main shader file
with all your other textures your using for your map.