possibly stupid question


(captain_cadaver) #1

alright, i know i called this possibly stupid question, but when i was a tattooist and peole had “stupid questions” we told them “the only stupid question is the one you didn’t ask”.

anyhow…

i went back to my farm map today a bit cause i ironed out a few texture issues (i thought). i downloaded the ubsp program, to correct the “type 46” problem i was having with my map (regardless of calling -game et in compile batch file). i switched it to 47, and ran it, and got all drippy excited because it actually loaded.

then the disappointment set in. something’s goofy with my textures apparently. firstly, i get a ton of the orange/black grid, but not for my textures… for the “common” set… ? the ladder texture shows up as a solid brick with the black and orange on it… this also happens with a clip brush i put on top of some stairs to make them easier to walk on. why would this happen? do i have to include all the standard textures (mostly from common folder) in the pk3? i would be inclined to think not, since i used one standard light texture, and it shows up- but not properly. for some reason, even though i have it set in radiant to “fit” the brush, it tiles in quarters, so technically it “fits”, but it displays on the four edges of the brush with a division down both central axis points.

most, but not all of my custom textures show up. the one for the inside roof of the barn is black and orange, yet the wood trim textures all show up, also, i can see every single custom texture in the basement of the barn. however, there is still a problem with the textures which DO show up. they tile as if they were tiny, like 64x64, but most of them are 256x256. the smaller textures i have tile even more, as if they were like 8x8. is this because i haven’t written a shader file yet for my map?

the only issues i can think that would cause it are these-

a) i haven’t written a shader file yet

b) i’m making the map in “stages”- i have been working mostly on the barn (as it’s the most important building essentially), and it’s a map file named barn.map. i compiled it to test the barn out, as mp_barn2, but the textures are in a folder called mp_farm. however, i’m likely to discount this as the problem, since they’re all int he pk3 file, and most show up regardless of name difference (although they dont’ show up properly).

c) there is some problem caused by using ubsp to convert the type

any other suggestions on what might be wrong? i have a few screens i took to show what’s not right, and i’ll post them if anyone wants to see them, but i doubt they’ll shed any more light on the subject really to be honest.

–edit
also, forgot to mention, but i went into the basement, and opened up the doors in there, and peculiarly, even though they’re func_door_rotating, they just fly away…? like when i click to open, they just shoot off into the distance and disappear… !!!


(Thej) #2

what operating system are u running?


(captain_cadaver) #3

win xp pro.
machine specs-
athlon xp 2000+ (@ approx 1674mhz)
256mb ddr266
geforce 4 ti 4400 (128mb)


(Thej) #4

could u post the compile.bat file in here


(captain_cadaver) #5

it’s in this thread *(i asked before about compile problems i was having, including the type 46 not 47 issue)
http://www.splashdamage.com/forums/viewtopic.php?t=3015&highlight=

however, i don’t imagine that the compile is what’s causing the common textures to come up as the grid of failure, nor what’s causing my textures to become mini-textures… but i guess i’m not sure.


(Thej) #6

Well im gonna suggest a harsh thing to do, and that is to uninstall the ET-tools and all the other radiants and q3map tools u have installed, after u made sure though u made copies of all the stuff u made, and just re-install only the SD tools, cause i have the feeling that a few programs are conflicting.Cause the main proplem is the type 46 error u get


(captain_cadaver) #7

done it already twice. :expressionless:


(Thej) #8

Are u sure u got rid of everything, cause usually it saves a efw things, so make sure everything is removed.

PS did u add an origin brush to the doors??


(captain_cadaver) #9

yeah, deleted every radiant folder after uninstall, etc, and yes there are origin brushes.


(damocles) #10

c) there is some problem caused by using ubsp to convert the type

And we have a winner!

ubsp is probably the same kind of tool as DeBSP (although I may be wrong here) and if it is then it probably suffers the same problems DeBSP had in that a lot of texture data gets lost in the conversion.

Having not come across ubsp in my travels I don’t know for certain if this is the problem - set me straight anyone?


(captain_cadaver) #11

that was kind of what i was leaning towards too damocles, i honestly can’t imagine that anything else is causing the common textures to vanish from the map.

also, for whomever suggested an origin brush for the doors, i didn’t even bother to think of this, but while yes, i put origin brushes in there, if the ladder and clip textures won’t work, i imagine the origin one won’t either as it’s in the common folder as well.

is there any other kind of tool i could use to convert the compiled maps from type 46 to 47? i’ve tried everything i can on the compile end to make it work, and nothing has changed. i’ve checked thousands of times to make sure i have specified -game et, and i do, always have, so i guess i don’t know if it’s a situation with the version of q3map2 i’m using or what’s going on?


(chavo_one) #12

Maybe you should read this thread about your type 46 problem.

http://www.splashdamage.com/forums/viewtopic.php?t=3781


(captain_cadaver) #13

i’m not using linux, nor am i using that version of q3map2, using 2.5.8 to my knowledge


(chavo_one) #14

The point of that thread for you is not linux. :disgust:

And the latest version of q3map2 is 2.5.6, so I suggest you take another look at what you are doing.


(captain_cadaver) #15

whoops, was a typo, didn’t look at it before i posted. .6, not .8