Shader and blending problem


(morphdoc) #1

Ok, so I really did use Search Function and I am nearly giving up on my mapping project…I have been stuck on this for 5 days now!

I have been editing adlernest (adding roof access) and I have some issues

  1. Shader Not Found

WARNING: Couldn’t find image for shader textures/dersaidin/adlernest_sky
WARNING: Couldn’t find image for shader textures/dersaidin/ter_cliffst
WARNING: Couldn’t find image for shader textures/dersaidin/rock_grayNEW
WARNING: Couldn’t find image for shader textures/dersaidin/ter_cliffs_smo2
WARNING: Couldn’t find image for shader textures/dersaidin/diamond_m03_noLM
WARNING: Couldn’t find image for shader textures/dersaidin/sub1_noLM
WARNING: Couldn’t find image for shader textures/dersaidin/ter_grasspath_nomines
WARNING: Couldn’t find image for shader textures/dersaidin/ter_grasspath
WARNING: Couldn’t find image for shader textures/dersaidin/ter_grass
WARNING: Couldn’t find image for shader textures/dersaidin/alpha_100
WARNING: Couldn’t find image for shader textures/dersaidin/alpha_085
WARNING: Couldn’t find image for shader textures/dersaidin/alpha_000
WARNING: Couldn’t find image for shader textures/dersaidin/alpha_075
WARNING: Couldn’t find image for shader textures/dersaidin/alpha_050
WARNING: Couldn’t find image for shader textures/dersaidin/ter_cliffs
WARNING: Couldn’t find image for shader textures/dersaidin/alpha_025
WARNING: Couldn’t find image for shader textures/dersaidin/ter_cliffs1
WARNING: Couldn’t find image for shader textures/dersaidin/ter_cliffst_grav
WARNING: Couldn’t find image for shader textures/dersaidin/afloor_m02_noLM
WARNING: Couldn’t find image for shader textures/dersaidin/ter_cliffs_smo1
WARNING: Couldn’t find image for shader textures/dersaidin/ametal_m03_nonsolid

I created folder textures in etmain, added desaidin folder there and copied all the textures found in adlernest.pk3. Did not help. I added dersaidin in shaderlist.txt, did not help. I copied one random shader, changed the name to ter_cliffs1 and it worked. Meaning that I am actually missing the texture. But the problem is, how am I missing a texture, when the adlernest.pk3 actually works fine?? Is it possible that the source file I was given from the author differs from the one used in the real map?

  1. The second problem is with blending shaders. Again, I cannot find alpha_025, _100 etc etc no where.

I know I will annoy people with this thread, cos probably all these issues were answered previously, but I have now been stuck on this for some time and I just want to move on with the mapping…


(ailmanki) #2

You can find some of those files over there: http://www.simonoc.com/pages/articles/terrain2_1.htm
Specially the alpha ones.

the shaderlist.txt is to add shader files, not texture folder. So you would need a file scripts/dersaidin.shader and in that file those shaders defined.

And I just checked adlernest.pk3, there is a file dersaidin.shader
The alpha ones are not included since they are only used for display in editor, the compiler q3map2 does not need the textures, but the shader definitions of it.

These questions are probably not answered they way you asked for it, but it shows you lack some understanding of how shaders and all that stuff works. Maybe check the Shader Manual out… http://www.robotrenegade.com/q3map2/docs/shader_manual/index.html

edit: Good luck with your project, and maybe just ask again, if I wasn’t clear enough. While you surely should first try yourself solving something, you shouldn’t bang your head against the wall :smiley:


(morphdoc) #3

Spot on, I don’t know much about shaders, I began editing this map one week ago, so it is my first try. Learnt a lot actually.

I will update you later!

EDIT: yes, I got the alpha ones and it finally works


(morphdoc) #4

ailmanki thanks for the link to the shaders.

I must say it makes clear sense now. ter_cliffst_grav does not necessary means separate texture, it is in fact a “mixture” of two different textures.


(ailmanki) #5

Your welcome, looking forward to the map your making… :slight_smile:

Maybe to prevent further problems in future… lol.
Make your own namespace.

[QUOTE=ailmanki;483442]At best you create a file which only contains your shaders.
Having a Namespace for it.

Reason for this is, ET does load all pk3’s in alphabetical order into memory. You can imagine it does unzip all of them into same folder; as such files with same name will overwrite each other. Once that is done, ET will start loading the Shaders - (lol still don’t know in what order this works - if its alphabetical or reverse alphabetical), so you can imagine once the shaders had been unzipped some might have overwritten others… But now it looks inside the *shader files itself, and has also to decide which ones to keep if they got the same name.

So a good namespace would be your own name in this case.[/QUOTE]


(morphdoc) #6

OK, so I followed these steps:

  1. Added dersaidin.shader to scripts folder
  2. Added dersaidin.shader to shaderlist.txt

So now in order to see if shader works, can I do simple BSP -meta build, or the full one?

Also, how does ET know which shader to load?


(Mateos) #7

Have you asked Dersaiden before editing it? I know the source is available, but if you want to release it you need the author permission :slight_smile:

Edit: A simple BSP phase is enough to brushwork-related stuff :slight_smile:

ET just looks in the scripts folder and read the .shader files.


(morphdoc) #8

Yea, I spoke to DerSaidin, he kinda gave me a permission, but stated the changes I want to make are pointless xD I will of course speak to him before the release to make sure if he is happy. If not, well, at least I had some “fun” :stuck_out_tongue:

TBH I am not entirely sure what I am doing wrong…still, ET substitutes the shaders with random texture…

shaderlist.txt is meant to be in the scripts file, right?

EDIT: It worked! lol but now I cannot see .bsp file in the map folder lol

EDIT2: so the shaders worked, but not the blending. I can see ‘alpha’ textures INGAME


(ailmanki) #9

Not sure where your stuff went wrong, best follow the tutorial from SimonOC. Its anyway an excellent read.

shaderlist.txt is only used by radiant and q3map2.
You also need to add the shader for the alpha textures to that.


(morphdoc) #10

Thank you so much for your help! I have been struggling with this for the past 5 days and now I managed to do it within 1 hour with your help!