Jizaboz: The question is valid, because you can change some of the shader settings without a recompile of the map.
surfaceparm landmine, still can't plant mines?
Jizaboz: Could you post the output from q3map2 when compiling the map. Perhaps we can spot something.
MadJack: Sorry, I’m unsure of what exactly ivector is.
Chruker: Here’s some output of the compiler (with light turned off to keep it from being too long) and I went ahead and tried to set mines after this too just to make sure. “Cannot plant landmine here”. The only thing kind of odd I see in it is all the instances of shaderlist.txt, due to other .pk3s of downloaded maps. So here’s the output log :
1 threads
Q3Map - v1.0r © 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.12
GtkRadiant - v1.5.0 Jan 18 2004 13:08:48
Plantlife
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory/etmain/
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory/etmain/
— BSP —
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/_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/mars_surface.shader
entering scripts/mars.shader
entering scripts/mars_models.shader
Script file scripts/desert_sd.shader was not found
entering scripts/mp_beach.shader
Loading C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\mars.map
entering C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\mars.map
0 areaportals
Size: -4064, -4064, -96 to 4064, 4064, 1888
block size = { 1024 1024 1024 }
300 leafs filled
writing C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\mars.prt
— WriteSurfaceExtraFile —
Writing C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\mars.srf
Writing C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\mars.bsp
Wrote 1.9 MB (2016844 bytes)
67 seconds elapsed
Disconnecting
1 threads
Q3Map - v1.0r © 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.12
GtkRadiant - v1.5.0 Jan 18 2004 13:08:48
Plantlife
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory/etmain/
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory/etmain/
— Vis —
Loading C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\mars.bsp
Loading C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\mars.prt
210 portalclusters
534 numportals
261 numfaces
1068 active portals
0 hint portals
visdatasize:6728
— BasePortalVis (1068) —
0…1…2…3…4…5…6…7…8…9… (0)
5 average number of passages per leaf
0 MB required passage memory
— CreatePassages (1068) —
0…1…2…3…4…5…6…7…8…9… (1)
— PassagePortalFlow (1068) —
0…1…2…3…4…5…6…7…8…9… (3)
creating leaf vis…
Total visible clusters: 44262
Average clusters visible: 210
Writing C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\mars.bsp
Wrote 1.9 MB (2023572 bytes)
5 seconds elapsed
Disconnecting
- Thanks again for helping me with this so far guys, I know this is probably starting to get annoying to you too :banghead:
Hmm.
Nothing noticable in the log.
You could try asking this in the q3map2 support forum.
You could also try removing those downloaded pk3s. So that you only have the original and the GtkRadiant pk3s left.
Other than that I don’t really know what else to try.
@ Jizaboz
The .shader file containing this:
textures/mars/terrain_base
{
nopicmips
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
surfaceparm landmine
surfaceparm gravelsteps
}
Change the Q3Map2_tcGen ivector to this
q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 )
What this will do is to scale down your textures. What it will NOT do is make it landminable. I want you to do that so we can see if the terrain shader is used. Meaning if there’s some problem with file names and such. If the terrain textures are not scaled down then your map is most likely not using the same shader file you’re editing. That will help diagnose the problem.
Note that changing ivector’s value NEEDS a compile to get the results in the map.
If that doesn’t work send me a PM. I’ll answer with my email so you can send me that .map and I’ll give it a spin.
It’s fixed!
MadJack’s post reminded me of one thing I didn’t try. Removing my .pk3 of the map which I was using for multiplayer test fixed it. I thought that /devmap always ran the version of the map that isn’t in the .pk3, but I was wrong. Thanks guys. This thread became pretty long for such a stupid mistake, but I guess it makes a good referance now for new editors.
Nothing overrides the pk3. In fact, the pk3 overrides everything else.
Unless there’s something I’m not aware of 