phantom texture


(mrfin) #1

Hello mapping types

Small but annoying quirk going down atm - possibly user error?!

When I go to open up a directory of textures in radiant - in which there are just 6 textures - lo and behold 7 are displayed in the editor.
The extra one has the same name as my ‘rock1’ texture, and looks the same but also displays the phong text that I have applied to ‘rock1_phong’ texture.

If I select ‘show in use’ under the textures menu the phantom texture isnt there. When I open the actual texture folder the texture is also not there.

So where is it coming from?

It’s annoying because the compiler reads this texture and paints it on my walls!

Any ideas? ty


(carnage) #2

i don’t fully understand your exact problem but it sounds like you could have fallen victim to poor naming of your textures

most every surface in ET has a written shader and the textures shown in the editor are there only to tell the compiler what shader to apply to that surface. so if you give your texture the same name as a existing editor image texture you will apply that shader instead of your texture

its usually a good idea to place all your custom textures in a folder that is a combination of the name of the map you are working on and your online alias so you can be pretty sure you wont conflict with any stock or custom textures and wont get muddled by working on more that one map at a time

also clicking on show in use AFAIK shows all the textures though your entire map even if they are or are not in the directory you are currently looking at. perhaps try a find and replace to remove all instanced of that texture and replace it with the one you want. Then just to be sure save your map under a new name, restart radiant and load the newly saved map


(mrfin) #3

thanks Carnage

Well I made new texture names, directories and shaders.

When I compile the map I find the qer_editorimage is being displayed instead of the texture that is supposed to be there.

heres the shader in question:

textures/summit_terrain/snowrock1
{
 	q3map_nonplanar
 	q3map_shadeangle 60
	implicitMap -
	qer_editorimage textures/summit_terrain/snowrock1_phong.tga

 	{
 		map $lightmap
 		rgbGen identity
	}
 	{
 		map textures/summit_terrain/snowrock1.tga
 		blendFunc filter
 	}
}

Probably an annoyingly simple mistake?


(carnage) #4

ah. i have a though that might explain it although it requires a little investigation to see if my memory is working properly (but im lazy so)

in your texture directory i think you should have a texture called snowrock1 but shows the image of snowrock1_phong. you might have applied the texture snowrock1_phong. im not sure if this would cause a problem or if compiler would recognize it but it might be worth looking into

i usually keep the shader name and the editor image under the same name just to make it easier for myself

another explanation could be that you have forgotten to add the .shader file to your shader list so your compiler is not picking up that snowrock1_phong is actually referencing a shader and just applies the texture as it is (after reading this seem much more likely and this simple error has caused me some similar headaches in the past)

otherwise i cant see anything wrong with your shader (although i don’t use the implicitMap shortcuts so i wouldn’t know if that is causing the problem but it doest sounds like it)

im pretty sure since you shader is not actually telling the surface to render the snowrock1_phong texture at all the error is that the compiler doesn’t know about or cant find your shader rather than an actual error inside the shader


(mrfin) #5

Thanks Carnage

Well - I // the qer_editorimage line from the shader and it works well.
Still can’t find out why this editor image texture was being projected in game?

No matter - I have renamed the main texture in question for use without the phong and will keep the original for the phong and will just have to remember which is which.

All my other editor images work as they should btw. and dont get rendered