Shaders working in Radiant but not ingame.


(Yatta_Yatta-O_o) #1

Hello :slight_smile:
I have a shader problem, as the topic title states, most of my shaders doesnt show ingame, tough they’re visible in radiant.

The map is called “canyon_depths” and stored in its pk3.

the pk3 provides the “canyon_depths.shader in scripts/*” pointing to textures stored in “textures/canyon_depths/various subfolders

The textures files are TGA 24, 32, and jpegs.

Sample of shader scripts :
textures/canyon_depths/terrain/yatta_concrete_vieux_256

{
	qer_editorimage textures/canyon_depths/terrain/yatta_concrete_vieux_256.tga
	surfaceparm rubble
	
}
textures/canyon_depths/terrain/old_wood
{          
	qer_editorimage textures/canyon_depths/terrain/old_wood.jpg
	surfaceparm wood steps
	
}
textures/canyon_depths/terrain/yatta_A_sable_5
{
	qer_editorimage textures/canyon_depths/terrain/yatta_A_sable_5.tga
	surfaceparm rubble
	q3map_lightmapsize 256 256
	
	q3map_forcemeta
	q3map_nonplanar
	surfaceparm nomarks
	surfaceparm gravelsteps
	surfaceparm landmine
	surfaceparm pointlight
}

When I run the map, only a few shaders contained in the “canyon_depths.shaders” file is loaded.

Im using a fairly clean install of ET.

If anyone can point me the thing I did wrong … Sob


(Shaderman) #2

Did you add your shader(s) in your shaderlist.txt?


(Yatta_Yatta-O_o) #3

I did.

Btw I guess theres something I didnt understand. When is shaderlist.txt used ? Should this file be included in the .pk3 ?


(broloi) #4

no… shaderlist.txt should be in you etmain/script folder.


(Flippy) #5

Afaik i know shaderlist.txt is only used by the editor and does not have to be included in the pk3.

You could try changing the “title” of your textures, add “.jpg” to them (or TGA, depending on what filetype it is)
Example:

textures/canyon_depths/terrain/old_wood.jpg
{
qer_editorimage textures/canyon_depths/terrain/old_wood.jpg
surfaceparm wood steps

}


(Shaderman) #6

shaderlist.txt is used by Radiant and q3map2, not needed in the pk3.

There were suggestions in this forums saying to always use .tga even if the file is a .jpg. I always used tga and always had success so far :slight_smile:


(RayBan) #7

from what i can see… your defining the texture, and what image radiant will
show… but your not defining what texture to use.

for example,


textures/canyon_depths/terrain/yatta_A_sable_5
{
   qer_editorimage textures/canyon_depths/terrain/yatta_A_sable_5.tga
   surfaceparm rubble
   q3map_lightmapsize 256 256
   
   q3map_forcemeta
   q3map_nonplanar
   surfaceparm nomarks
   surfaceparm gravelsteps
   surfaceparm landmine
   surfaceparm pointlight

} 

should be


textures/canyon_depths/terrain/yatta_A_sable_5
{
   qer_editorimage textures/canyon_depths/terrain/yatta_A_sable_5.tga
   surfaceparm rubble
   q3map_lightmapsize 256 256
   
   q3map_forcemeta
   q3map_nonplanar
   surfaceparm nomarks
   surfaceparm gravelsteps
   surfaceparm landmine
   surfaceparm pointlight

   implicitMap -

} 

when you create a shader for a texture, and you add various stages, you
also need to ‘map’ the texture even if it has the name of the texture afaik.

so in a shader that has a stage you would just add

  map textures/blah/blah... tga 

and if you are just adding some parameters such as surface parms and or
lightmapsize,landmine,forcemeta… ect… make shure you map the texture
as in


  map textures/whatever...

or if the shader is named like the texture your using (as in your shaders)
then add a

implicitMap -

at least… this is afaik…


(Yatta_Yatta-O_o) #8

The implicitmap / map were missing indeed. Thanks alot :slight_smile:


(RayBan) #9

no problem, glad i could help.


(stephanbay) #10

surfaceparm rubble ?

does that work on ET?