Slight Problem


([AE]HawkeyE) #1

Being on the PoP, I’m mapping with basically all new textures. In the map I’m currently working on the there are 2 textures that show up fine in Radiant, but when I compile and test out the map, they show up as black and yellow as a bumble bee. I know this means that they’re missing but if they show up in radiant, how are they missing? :angry:

thanks,
George


(Mr_Tickles) #2

Maybe it’s only the qer_editorimage which is set for them in the shader. You need to set the map texture aswell…
Editor image:
qer_editorimage textures/mr_tickles/terrainblendtest/grass_dense.tga
Map texture image:
map textures/mr_tickles/terrainblendtest/grass_dense.tga


(nUllSkillZ) #3

And the “.shader”-must have an entry in the “shaderlist.txt”-file.


(Mr_Tickles) #4

I seem to recall reading on a Q3A manual site that the shaderlist.txt is only for use within the editor. I.e. the compiler does not use it at all.
However, you do still need to add the shader to the file as nUllSkillZ said because you need to apply the shader using the editor.


(MadJack) #5

I don’t know who posted that info Mr Tickles but it’s wrong. Anyway it is for q3map2.

When you compile a map, look at the top after it’s done, you’ll see a list of shader files that has been parsed. If your .shader file isn’t in the shaderlist.txt, it won’t be there. Or simply look at the order of the shaders parsed, you’ll noticed that the entries you made (probably last in the file) will be parsed last… Making the connection yet :wink: hehe


(Mr_Tickles) #6

Here ya go:
http://www.qeradiant.com/manual/Q3AShader_Manual/ch06/pg6_1.htm#newtex

Section 9.4

When you go to distribute your creation to the gaming world, you need to put your newly created map, textures, bot area files, and shader documents into an archive format called a “pk3” file. You do not need to include the shaderlist.txt file, since that is only used by the editor. You will need to keep the paths to the various assets the same. So your paths should be something like this:

Although because you’re making the pk3 you’ve already compiled, so I probably wasn’t thinking about the compiler at that time :slight_smile:


(MadJack) #7

That quote is accurate for a pk3. But not for compiling :slight_smile: