Requested feature was omitted at compile time ???


(Mark.C) #1

I compiled my map as usual, opened the console, typed the usual and ET crashed.

I got this log which says the following…

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(0-bits)
MODE: 4, 800 x 600 fullscreen hz:75
GAMMA: hardware w/ 0 overbright bits
CPU: Intel Pentium III
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: enabled
NV distance fog: disabled
Initializing Shaders
----- finished R_Init -----
file not found: scripts/ubermap.arena
LOADING… collision map
LOADING… sounds
WARNING: Couldn’t find image for shader levelshots/ubermap
voice chat memory size = 0


Initializing Sound Scripts
…loading ‘sound/scripts/vo_allies.sounds’
…loading ‘sound/scripts/vo_axis.sounds’
…loading ‘sound/scripts/ubermap.sounds’
done.
LOADING… graphics
LOADING… maps/ubermap.bsp
----- CL_Shutdown -----
RE_Shutdown( 1 )
Shutting down OpenGL subsystem
…wglMakeCurrent( NULL, NULL ): success
…deleting GL context: success
…releasing DC: success
…destroying window
…resetting display
…shutting down QGL
…unloading OpenGL DLL

----- Server Shutdown -----
==== ShutdownGame ====

Requested feature was omitted at compile time


(Shallow) #2

Usually caused by a progressively-encoded jpeg. If you have a custom texture or levelshot saved as jpeg, make sure you select standard encoding on the save options.

By the way:

http://www.google.com/search?hl=en&ie=UTF-8&oe=UTF-8&q="requested+feature+was+omitted+at+compile+time"&btnI=I'm+Feeling+Lucky

Google is surprisingly good at finding answers for specific error messages.


(SiliconSlick) #3

I knew I’d seed that before and that is exactly when.

Resave your textures without progressive compression.

SiliconSlick


(Mark.C) #4

Thankyou very much, just hope i have corrected it all ok :slight_smile:


(Mark.C) #5

My Et is still crashing, i have no experience with shaders, but if someone could point me in the right direction and tell me if mine looks ok it would be greatly appreciated !

textures/ubermap/terrain_0
{
q3map_lightmapsamplesize 64
q3map_lightmapaxis z
q3map_texturesize 512 512
q3map_tcGen ivector ( 150 0 0 ) ( 0 133 0 )
{
map textures/ubermap/sand_disturb_desert.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}

textures/ubermap/terrain_1
{
q3map_lightmapsamplesize 64
q3map_lightmapaxis z
q3map_texturesize 512 512
q3map_tcGen ivector ( 150 0 0 ) ( 0 133 0 )
{
map textures/ubermap/sand_gravels_bright.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}

textures/ubermap/terrain_0to1
{
q3map_lightmapsamplesize 64
q3map_lightmapaxis z
q3map_texturesize 512 512
q3map_tcGen ivector ( 150 0 0 ) ( 0 133 0 )

{
	map textures/ubermap/sand_disturb_desert.jpg
}
{
	map textures/ubermap/sand_gravels_bright.jpg
	alphaGen vertex
	blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
	map $lightmap
	blendFunc GL_DST_COLOR GL_ZERO
	tcGen lightmap
}

}

textures/ubermap/terrain.vertex
{
{
map textures/ubermap/sand_disturb_desert.jpg
rgbGen vertex
}
}


(The Wanderer) #6

just a few suggestions…

Remove the lines:
q3map_lightmapsamplesize 64
q3map_lightmapaxis z
q3map_texturesize 512 512
q3map_tcGen ivector ( 150 0 0 ) ( 0 133 0 )

and put them in a shader by itself called textures/ubermap/terrain_base
then include the command q3map_baseshader textures/ubermap/terrain_base
in the rest of your shaders. These are common parameters to all shaders so just put them in a _base shader and inlude that shader in all the other shaders. It should give you a more compact and less confusing view of the shader file.
I don’t think there’s a need for q3map_texturesize 512 512 so you might wanna take that out.
Also if your textures are 512 x 512 it seems a bit odd to tile them every 150 and 133 units…you might wanna increase your q3map_tcGen ivector values to 512 or more.


(Mark.C) #7

Thanks Wnderer, ill try that out :smiley:


(=DaRk=CrAzY-NuTTeR) #8

maby try saving them as .TGA’s, i had this problem once, saved it as a .TGA and it worked :slight_smile: