Terrain compiling, missing data....


(Axedup) #1

A few weeks ago, when compiling my map, during the bsp stage as usual it would throw up the warning of …

WARNING: Couldn’t find image for shader textures/an_bridge_1a/terrain_3

WARNING: Couldn’t find image for shader textures/an_bridge_1a/terrain_4

WARNING: Couldn’t find image for shader textures/an_bridge_1a/terrain_0to4

WARNING: Couldn’t find image for shader textures/an_bridge_1a/terrain_0

WARNING: Couldn’t find image for shader textures/an_bridge_1a/terrain_1

WARNING: Couldn’t find image for shader textures/an_bridge_1a/terrain_1to3

WARNING: Couldn’t find image for shader textures/an_bridge_1a/terrain_0to1

WARNING: Couldn’t find image for shader textures/an_bridge_1a/terrain_0to2

WARNING: Couldn’t find image for shader textures/an_bridge_1a/terrain_2
etc…

But now this has stopped giving me the error during the bsp stage. It still gives me those errors during the light stage of compiling.

I know this is not an error as such coz the terrain is working ok, its just a editor specific error coz there never is a image for the terrain shader.

I just want to know why this stopped. Did the error get removed with a q3map update coz its not needed?

Thx

Axedup


(The5thHorsemen) #2

maybe…

it’s useless info anyway beacuse there are no editor image’s for the terrian blend’s


(ydnar) #3

Add qer_editorImage or q3map_lightImage to each of your terrain shaders to suppress that error, and enable Q3Map2 to bounce the correct color in radiosity.

y


(Axedup) #4

Ok thx ydnar :slight_smile:

A couple more questions to follow on… :wink:

If I add "q3map_lightImage " to the shader, do I have to remove the key “surfaceparm nolightmap” from the shader?

I think I’m asking a stupid question there but, ease my pain and help me straighten things out this end.

and the second part…

…“and enable Q3Map2 to bounce the correct color in radiosity.”

So do I have to add the terrain shader to the shaderlist.txt for q3map to run it into the compile for the radiosity?

Thx

Axedup


(ydnar) #5

q3map_lightimage specifies a path to a TGA/JPG/PNG/DDS texture that Q3Map2 will use for lighting purposes, including lightfilter, alphashadows and radiosity.

It has nothing to do with whether or not a shader is lightmapped.

All shaders used by a map should be listed in shaderlist.txt. They will not be loaded otherwise.

May ask, why are you using vertex lit terrain?

y


(Axedup) #6

For the first bit, I have never added the terrain shader to the shaderlist.txt until recently and it has been working fine all along, even the blending of textures comes out alright.

Im using vertex lit terrain coz I used easygen to create the terrain and thats what it gave me.

What do you suggest I use to create it? and will it be easy to port it over to the new settings?

Thx ydnar

Axedup


(rgoer) #7

read this tutorial to find out how to get EasyGen to properly export shaders for lightmapped terrain. The important part (the LMT part) comes at the end, what with the downloading of the new ET EasyGen shader templates and such.


(Axedup) #8

Thx for that :slight_smile:

Yep all working now, Ive converted myself to LMT terrain and the blends between 2 textures are soooo much better.

Thx all who helped and nice work btw ydnar :drink:

Axedup