Planting trees/making skybox - need help


(vince829) #1

I have two problems with trying to create my first map. I have a working version of it going. However, I can’t plant a tree or get the skybox to look right. I am doing this with GTKR 1.3.8 and for WolfET

  1. TREE
    I click in 2d window, misc_model. I go to ETMAIN ->MapObjects>Trees_sd>tree_a.md3
    However all I see is a cube that was inserted and not a tree at all.

I followed this tut:
http://www.pythononline.co.uk/et/tutorial11.htm

  1. Skybox
    I followed this tut:
    http://www.pythononline.co.uk/et/tutorial25.htm

It does show a skybox when I play but it only shows orange and black lines without a texture. Is the tut wrong?

Thanks for all the help!


(Magic) #2

Go to view/filters/models in radiant and see if the models are marked - unmark it if it is.

It can also be that your path to the models are wrong - then have a look at this post :
http://www.splashdamage.com/forums/showthread.php?p=177497#post177497

About your skybox - you have to put the shader file in the script folder and also add it to the shaderlist.
Have made some skyboxes - so if you have time to wait til tomorrow - ill send you a example map.


(vince829) #3

[QUOTE=Magic;183878]Go to view/filters/models in radiant and see if the models are marked - unmark it if it is.

It can also be that your path to the models are wrong - then have a look at this post :
http://www.splashdamage.com/forums/showthread.php?p=177497#post177497

About your skybox - you have to put the shader file in the script folder and also add it to the shaderlist.
Have made some skyboxes - so if you have time to wait til tomorrow - ill send you a example map.[/QUOTE]

Thanks! I got the trees to work. It turned out I had the filter on AND I had to edit et.game. For the skybox, I have begin.shader (begin is map name) in the etmain/scripts. In the shaderlist.txt which is in the same folder I put begin on a new line. So both of those work. I don’t know what else…


(Pande) #4

check that your images are .JPG not .JPEG. most common texture problem EVER. Don’t be ashamed to find out you might have .JPEG, since a lot of programs use it as default. .JPEG is an improved .JPG, but q3 engine cant read them.


(shagileo) #5

“JPEG is an improved .JPG, but q3 engine cant read them.”

Wow, that is good to know. I never realized there was a difference between both extensions.


(kamikazee) #6

Ehr… Files with extension .jpeg and .jpg are stil the same to my knowledge. I think it is far more likely that the engine does some string checks on “.jpg” but does not check for other alternatives.


(vince829) #7

I got it to work. :slight_smile:


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