problem with shaders


(blizzard) #1

hello

i am a noob in making maps, but surprisingly after a few months my map is nearly ready
i compile the map and i get this message in the compile window

warning: couldn’t find image for shader textures/NULL
warning: couldn’t find image for shader textures/skies_sd/sd_siwasky

i can open the map in ET but i don’t see the bleu sky only grey colour the texture of siwasky is in radiant red and black but in the turorial they said there is nothing worried about
And I don’t have the shader NULL in my map and in de script file of dirrectory wolfenstein etmain.

before this shader works good in ET till now
and i thought i use simply another sky texture but these don’t work either

plz help i want my map finally on et after hard work

some more information

loading map

LOADED: textures/radiant/notex
Looked for a ‘C:/Program Files/Wolfenstein - Enemy Territory/Radiant-1.4/shortcuts.ini’ keyboard shortcuts file, not found
Entering message loop
Map_New
Radiant - synapse core built Dec 21 2003 1.4.0
Builtin .def module built Dec 21 2003 1.4.0
PrtView module built Dec 21 2003 1.4.0
GtkGenSurf - built Dec 21 2003 1.4.0
Camera plugin v1.0 - Arnout van Meer - built Dec 21 2003 1.4.0
bobToolz module built Dec 21 2003 1.4.0
2d Background plugin built Dec 21 2003 1.4.0
WAD VFS module built Dec 21 2003 1.4.0
PK3 VFS module built Dec 21 2003 1.4.0
Surface Dialog (Quake 3) module built Dec 21 2003 1.4.0
Sprite Model module built Dec 21 2003 1.4.0
Q3/Half-Life shaders module built Dec 21 2003 1.4.0
picomodel loader module built Dec 21 2003 1.4.0
XMAP module built Dec 21 2003 1.4.0
MAP format module built Dec 21 2003 1.4.0
image formats JPG TGA PCX BMP module built Dec 21 2003 1.4.0
Entity module built Dec 21 2003 1.4.0
Loading map from C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/prisonbreak3de poging/prisonbreak01.map
FIXME: name == NULL || strlen(name) == 0 in QERApp_Shader_ForName
FIXME: name == NULL || strlen(name) == 0 in QERApp_Shader_ForName
FIXME: name == NULL || strlen(name) == 0 in QERApp_Shader_ForName
FIXME: name == NULL || strlen(name) == 0 in QERApp_Shader_ForName
FIXME: name == NULL || strlen(name) == 0 in QERApp_Shader_ForName
FIXME: name == NULL || strlen(name) == 0 in QERApp_Shader_ForName
FIXME: name == NULL || strlen(name) == 0 in QERApp_Shader_ForName
FIXME: name == NULL || strlen(name) == 0 in QERApp_Shader_ForName
FIXME: name == NULL || strlen(name) == 0 in QERApp_Shader_ForName
FIXME: name == NULL || strlen(name) == 0 in QERApp_Shader_ForName
FIXME: name == NULL || strlen(name) == 0 in QERApp_Shader_ForName
FIXME: name == NULL || strlen(name) == 0 in QERApp_Shader_ForName
FIXME: name == NULL || strlen(name) == 0 in QERApp_Shader_ForName
FIXME: name == NULL || strlen(name) == 0 in QERApp_Shader_ForName
FIXME: name == NULL || strlen(name) == 0 in QERApp_Shader_ForName
FIXME: name == NULL || strlen(name) == 0 in QERApp_Shader_ForName
LOADED: models/mapobjects/trees_sd/wintertrunk01
LOADED: models/mapobjects/trees_sd/winterbranch01
LOADED: models/mapobjects/tree_temperate_sd/leaves_temperate1
LOADED: textures/chat/bedlinen_c02
LOADED: models/mapobjects/furniture/wood1
LOADED: textures/chat/bedlinenpillow_c02
LOADED: models/mapobjects/vehicles/wood_m02a
LOADED: models/mapobjects/vehicles/wagon/wag_whl
LOADED: models/mapobjects/shell_sd/big_shell
LOADED: models/mapobjects/blitz_sd/blitz_sd_s
LOADED: models/mapobjects/blitz_sd/blitz_sd_interior
LOADED: models/mapobjects/bodyparts/i_body1
LOADED: models/mapobjects/coat/hanger
LOADED: models/mapobjects/pak75_sd/pak75_s
LOADED: models/mapobjects/pak75_sd/pak75-a
LOADED: models/mapobjects/supplystands/frame
LOADED: models/mapobjects/supplystands/metal_shelves
LOADED: models/mapobjects/furniture/fire
LOADED: models/mapobjects/furniture/furnace
LOADED: models/mapobjects/raster/moto
LOADED: models/mapobjects/raster/moto_bag
LOADED: textures/bunker_sd/int_wall01
LOADED: textures/assault_rock/concrete_m02
LOADED: textures/metal_misc/diamond_c_01b
LOADED: textures/xlab_wall/xwall_c07
LOADED: textures/wood/wood_m01_usat
LOADED: textures/alpha/fence_c10
LOADED: textures/alpha/bars_m01
LOADED: textures/props/sub1
LOADED: textures/props/sho_box_c03
LOADED: textures/props/sho_box_c01
LOADED: textures/props/file_cab_m01
LOADED: textures/props/sho_box_c02
LOADED: textures/props/box_m05a
LOADED: textures/props/box_m04a_sd
LOADED: textures/props/box_t_m02a
LOADED: textures/props/box_t_m02
LOADED: textures/props/lockers_c01
LOADED: textures/prisonbreak01/schutting_01
LOADED: textures/common/caulk
LOADED: textures/alpha/mesh_c03
LOADED: textures/cathedrale_wall/cathedrale_c09
LOADED: textures/prisonbreak01/kiezels_01
LOADED: textures/radiant/shadernotex
WARNING: Activate shader failed for textures/NULL
LOADED: textures/common/clipweapwood
LOADED: textures/assault/metal_c07a
LOADED: textures/swf/door_loper
LOADED: textures/snow/s_dirt_m03i_2_phong
LOADED: textures/common/clip
LOADED: textures/metal_misc/ametal_m02
LOADED: textures/alpha/ladder
LOADED: textures/common/ladder
LOADED: textures/common/dirtymirror2
LOADED: textures/fueldump_sd/door_m01asml_axis
LOADED: textures/common/origin
LOADED: textures/swf/door_m01aaaaswf
LOADED: textures/common/trigger
LOADED: textures/common/clipweapmetal
LOADED: textures/props/barrel_m02
LOADED: textures/props/barrel_m01
LOADED: textures/props/flags_m1_snow
LOADED: textures/xlab_props/panel_m01
— LoadMapFile —
C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/prisonbreak3de poging/prisonbreak01.map
1225 brushes
313 entities
4.36 second(s) load time


compiling

Map_SaveFile: C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/prisonbreak3de poging/prisonbreak01.map
Saved in 0.20 second(s).
Setting up
Listening…
=== running BSP command ===
“C:/Program Files/GtkRadiant-1.4/q3map2” -v -connect 127.0.0.1:39000 -game et -fs_basepath “C:/Program Files/Wolfenstein - Enemy Territory//” -meta -mv 1024 -mi 6144 “C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/prisonbreak3de poging/prisonbreak01.map”
Connected.
2 threads
Q3Map - v1.0r © 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.11
GtkRadiant - v1.4.0 Dec 21 2003 20:42:58
A well-oiled toaster oven
— InitPaths —
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory///etmain/

— BSP —
Creating meta surfaces from brush faces
Maximum per-surface vertex count set to 1024
Maximum per-surface index count set to 6144
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
entering scripts/shaderlist.txt (3)
entering scripts/shaderlist.txt (4)
entering scripts/shaderlist.txt (5)
entering scripts/shaderlist.txt (6)
entering scripts/shaderlist.txt (7)
entering scripts/shaderlist.txt (8)
entering scripts/shaderlist.txt (9)
entering scripts/_unsorted.shader
entering scripts/alpha.shader
entering scripts/alpha_sd.shader
entering scripts/assault.shader
entering scripts/assault_rock.shader
entering scripts/awf_props.shader
entering scripts/battery.shader
entering scripts/battery_wall.shader
entering scripts/bbmodels_mapobjects.shader
entering scripts/blimp.shader
entering scripts/bunker_sd.shader
entering scripts/castle_door.shader
entering scripts/castle_floor.shader
entering scripts/castle_window.shader
entering scripts/castle_wood.shader
entering scripts/chat.shader
entering scripts/chat_window.shader
entering scripts/chat_wood.shader
entering scripts/chateau.shader
entering scripts/common.shader
entering scripts/decals.shader
entering scripts/doors.shader
entering scripts/eerie.shader
entering scripts/egypt_door_sd.shader
entering scripts/egypt_floor_sd.shader
entering scripts/egypt_props_sd.shader
entering scripts/egypt_rock_sd.shader
entering scripts/egypt_trim_sd.shader
entering scripts/egypt_walls_sd.shader
entering scripts/egypt_windows_sd.shader
entering scripts/egypt_wood_sd.shader
entering scripts/factory_sd.shader
entering scripts/fueldump.shader
entering scripts/gfx_2d.shader
entering scripts/gfx_clipboard.shader
entering scripts/gfx_damage.shader
entering scripts/gfx_hud.shader
entering scripts/gfx_limbo.shader
entering scripts/gfx_misc.shader
entering scripts/goldrush.shader
entering scripts/icons.shader
entering scripts/levelshots.shader
entering scripts/lights.shader
entering scripts/liquids.shader
entering scripts/liquids_sd.shader
entering scripts/mapfx.shader
entering scripts/metal_misc.shader
entering scripts/metals_sd.shader
entering scripts/miltary_door.shader
entering scripts/miltary_trim.shader
entering scripts/miltary_wall.shader
entering scripts/models_ammo.shader
entering scripts/models_foliage.shader
entering scripts/models_furniture.shader
entering scripts/models_mapobjects.shader
entering scripts/models_multiplayer.shader
entering scripts/models_players.shader
entering scripts/models_shards.shader
entering scripts/models_weapons2.shader
entering scripts/mp_goldrush.shader
entering scripts/mp_guns.shader
entering scripts/mp_railgun.shader
entering scripts/mp_rocket.shader
entering scripts/mp_seawall.shader
entering scripts/mp_siwa.shader
entering scripts/mp_wurzburg.shader
entering scripts/props.shader
entering scripts/props_sd.shader
entering scripts/radar.shader
entering scripts/railgun_props.shader
entering scripts/railway_sd.shader
entering scripts/rock.shader
entering scripts/rubble.shader
entering scripts/seawall_wall.shader
entering scripts/sfx.shader
entering scripts/shadows.shader
entering scripts/siwa_fx_sd.shader
entering scripts/siwa_props_sd.shader
entering scripts/siwa_skyboxes_sd.shader
entering scripts/skies.shader
entering scripts/skies_sd.shader
entering scripts/snow.shader
entering scripts/snow_sd.shader
entering scripts/sprites.shader
entering scripts/stone.shader
entering scripts/swf.shader
entering scripts/temperate_sd.shader
entering scripts/terrain.shader
entering scripts/textures.shader
entering scripts/tobruk_wall_sd.shader
entering scripts/tobruk_windows_sd.shader
entering scripts/town_props.shader
entering scripts/town_roof.shader
entering scripts/town_wall.shader
entering scripts/town_window.shader
entering scripts/town_wood.shader
entering scripts/tree.shader
entering scripts/ui_assets.shader
entering scripts/ui_assets2.shader
entering scripts/villa_sd.shader
entering scripts/village.shader
entering scripts/wood.shader
entering scripts/xlab_door.shader
entering scripts/xlab_props.shader
entering scripts/xlab_wall.shader
entering scripts/whitetemple.shader
entering scripts/lego.shader
entering scripts/kleuren.shader
Script file scripts/geluid.shader was not found
entering scripts/prisonbreak01.shader
entering scripts/berserk.shader
entering scripts/ds_bunkers.shader
entering scripts/ds_bunkers_b2_levelshots.shader
Script file scripts/desert_sd.shader was not found
entering scripts/et_beach.shader
entering scripts/mp_beach.shader
entering scripts/marko_fog.shader
entering scripts/hig.shader
entering scripts/cyanureill.shader
entering scripts/gma4.shader
Script file scripts/Antarctica.shader was not found
Script file scripts/tobru.shader was not found
Script file scripts/Toiletman3.1.shader was not found
Script file scripts/Toiletman3.shader was not found
Script file scripts/Toiletman2.shader was not found
Script file scripts/Toiletman.shader was not found
Script file scripts/[TANC]ToiletmanTJ.shader was not found
2110 shaderInfo
— LoadMapFile —
Loading C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/prisonbreak3de poging/prisonbreak01.map
entering C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/prisonbreak3de poging/prisonbreak01.map
WARNING: Couldn’t find image for shader textures/NULL
WARNING: Couldn’t find image for shader textures/skies_sd/sd_siwasky
1121 total world brushes
338 detail brushes
0 patches
1148 boxbevels
115 edgebevels
228 entities
4592 planes
0 areaportals
Size: -1280, -1280, -512 to 6656, 8704, 2304
— ProcessDecals —
0 decal projectors
— CreateMapFogs —
0 fogs
############### model 0 ###############
block size = { 1024 1024 1024 }
BSP bounds: { -1280.000000 -1280.000000 -512.000000 } { 6656.000000 8704.000000 2304.000000 }
Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }
— PatchMapDrawSurfs —
— FaceBSP —
5194 faces
4331 leafs
— MakeTreePortals —
74 tiny portals
0 bad portals
— FilterStructuralBrushesIntoTree —
873 structural brushes
1892 cluster references
— FloodEntities —
Entity 68, Brush 0: Entity leaked
1568 flooded leafs
— FillOutside —
1891 solid leafs
872 leafs filled
1568 inside leafs
— CullSides —
2021 hidden faces culled
0 coincident faces culled
— ClipSidesIntoTree —
— FaceBSP —
2789 faces
2616 leafs
— MakeTreePortals —
80 tiny portals
0 bad portals
— FilterStructuralBrushesIntoTree —
873 structural brushes
2433 cluster references
— NumberClusters —
1327 visclusters
4058 visportals
5508 solidfaces
— WritePortalFile —
writing C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/prisonbreak3de poging/prisonbreak01.prt
— FloodAreas —
1 areas
— AddTriangleModels —
— AddEntitySurfaceModels —
— FilterDetailBrushesIntoTree —
248 detail brushes
418 cluster references
----- FogDrawSurfs -----
0 fog polygon fragments
0 fog patch fragments
0 fogged drawsurfs
— SubdivideFaceSurfaces —
— FixTJunctions —
4846 axial edge lines
1393 non-axial edge lines
0 degenerate edges
2488 verts added for T-junctions
17799 total verts
3184 naturally ordered
429 rotated orders
102 can’t order
0 broken (degenerate) surfaces removed
— ClassifyEntitySurfaces —
— TidyEntitySurfaces —
0 empty or malformed surfaces deleted
— MakeEntityDecals —
(0)
0 decal surfaces
— MakeEntityMetaTriangles —
0…1…2…3…4…5…6…7…8…9… (0)
3715 total meta surfaces
3595 stripped surfaces
120 fanned surfaces
0 patch meta surfaces
17919 meta verts
10609 meta triangles
— TidyEntitySurfaces —
3715 empty or malformed surfaces deleted
— SmoothMetaTriangles —
0…1…2…3…4…5…6…7…8…9… (0)
12 smoothed vertexes
— MergeMetaTriangles —
0…1…2…3…4…5…6…7…8…9…10… (1)
2673 surfaces merged
37610 vertexes merged
— FilterDrawsurfsIntoTree —
12916 references
2921 (2921) emitted drawsurfs
3595 stripped face surfaces
120 fanned face surfaces
0 surface models generated
0 skybox surfaces generated
0 SURFACE_BAD surfaces
0 SURFACE_FACE surfaces
0 SURFACE_PATCH surfaces
248 SURFACE_TRIANGLES surfaces
0 SURFACE_FLARE surfaces
0 SURFACE_FOLIAGE surfaces
0 SURFACE_FORCED_META surfaces
2673 SURFACE_META surfaces
0 SURFACE_FOGHULL surfaces
0 SURFACE_DECAL surfaces
0 SURFACE_SHADER surfaces
68778 redundant indexes supressed, saving 268 Kbytes
— FixBrushSides —
— EndModel —
0 light entities stripped
4608 BSP planes
— WriteSurfaceExtraFile —


(-SSF-Sage) #2

[QUOTE=blizzard;186449]hello
i can open the map in ET but i don’t see the bleu sky only grey colour the texture of siwasky [/quote]

/r_fastsky 0

ps. Plz next time use code-tags.


(blizzard) #3

ok the sky is back the cfg(config) did it
but i still got this message

— LoadMapFile —
Loading C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/prisonbreak3de poging/prisonbreak01.map
entering C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/prisonbreak3de poging/prisonbreak01.map
WARNING: Couldn’t find image for shader textures/NULL
WARNING: Couldn’t find image for shader textures/skies_sd/sd_siwasky
1121 total world brushes
338 detail brushes


(nUllSkillZ) #4

You could check with “oasis.map” if you get some similar errors.


(blizzard) #5

this is antother broblem
as you can see there are red lights all over the place and the second picture if you look good there are dark sqaures in the ceiling with white light around them but there are no lamps or any ligths before there were but i delete them and the lights still there
i had red lights in a couple of rooms but now the red light is al over the place and i don’t even have lights in my map anymore

:eek::eek: plz help me how is this possible


(blizzard) #6

Explore Jurgen Kieboom
image doesn’t work look this url


(Wezelkrozum) #7

compile the lightmap again.


(Detoeni) #8

Always map in a clean w:et install, with no custom pk3’s other than the ones that come with radiant. You’ll only get problems otherwise.


(blizzard) #9

if i choose textures from other maps which other players don’t have is that a problem


(blizzard) #10

and what do you mean exactly with compile the lightmap again


(Flippy) #11

Yes. If other people don’t have these textures, and you don’t supply them in your pk3 file, they will not be able to see them. Instead they see a black/yellow squared texture, not very pretty…

It’s no problem using textures from other maps if:

  • you asked the original maker(s) for permission
  • you supply the textures in your pk3

Especially the second case is often forgotten if you don’t map in a clean environment, because it is very hard to tell which textures are standard to ET and which are not, so you are bound to forget some textures. AND, if you test your map, YOU probably do have the textures, so you will not see any problems, but other people will.

If you map in a clean environment, you can easily keep track of any non-standard textures you used which you should put in your pk3.


(kamikazee) #12

[QUOTE=Flippy;186469]It’s no problem using textures from other maps if:

  • you asked the original maker(s) for permission
  • you supply the textures in your pk3[/QUOTE]For the record: both of these conditions must be fulfilled. Simply stuffing textures into your pk3 (even with a mere line “thx 2 xyz”) is a no go. Asking permission to use something is at least showing some courtesy.

(blizzard) #13

but how can i know which textures are from ET and which are from other maps


(kamikazee) #14

Simple:[QUOTE=Flippy;186469]…
Especially the second case is often forgotten if you don’t map in a clean environment, because it is very hard to tell which textures are standard to ET and which are not, so you are bound to forget some textures. AND, if you test your map, YOU probably do have the textures, so you will not see any problems, but other people will.

If you map in a clean environment, you can easily keep track of any non-standard textures you used which you should put in your pk3.[/QUOTE]A clean environment means a freshly installed copy of W:ET (or a cleaned one, if you know how to do it).

If you weren’t mapping in a clean environment, package your map as a pk3 and drop it in a new clean install. If you would then run the game with your map in place, you’ll quicky see when you used a texture which is not native to W:ET, it will be replaced with the dreaded “black and orange squares”.

So to avoid this, you need three installs of W:ET: a normal one for playing on public servers with which you can do what you want, a second (constantly clean) one used for mapping (set GTKRadiant to this one) and a third one to test your map before you release it into the wild.


(Flippy) #15

If you use a clean install for mapping, all available textures are included in the game by default so you do not need to package any of them in your pk3.

As soon as you create your own texture or use a texture from someone else, you would usually put it in a texture folder carrying the name of your map. This way, even after a long time, you can still see directly which textures are custom (the ones in folders named after maps you made) and which are standard (all others).

The same thing also applies to sounds, scripts, shaders, etc.

That is the main advantage of mapping in a clean environment…


(blizzard) #16

ok thx to know this all but if I haven’t fixed the red light problem yet, i will never bring my map into ET
so plz try to help me again with the light problem
before somebody said “compile the lightmap again” but what does that mean
i’m gratefull you help me all but if it’s not clear for me i won’t understand it and post again and again for detail questions. if it’s clear in one good post it will spare a lot of time.
thx
blizzard


(blizzard) #17

ofcourse if you need more information about the lightproblem so the problem will fix
i will give it


(kamikazee) #18

Basically click the “Bsp -meta” compile step - this wil create a .bsp from scratch, deleting the old build. After this, run the “-vis” and “-light” stages again.