terrain not working from easygen


(BowlOfCereal) #1

hello everyone
i just started to use easygen as my terrain making program, i followd a noob tut on making hills, useing
hieghtmaps, putting textures on terrain and exporting it. i did every single thing the tutorial said, but
when i launch wolfet and test my map, the ground appers as the error texture(yellow and black square
thingy) what im asking is if im doing somthing wrong, ive uploaded a copy of all the files im useing for
my test map and if nessasary can someone debug it.

http://www.megaupload.com/?d=S66IKFL4


(RayBan) #2

your shader is messed up, you have it listed as,


textures//terrain_0
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/desert_sd/sand_disturb_desert.tga
		rgbGen vertex
		tcmod scale 0.937 0.937
	}
}

textures//terrain_1
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/desert_sd/rock_edged_smooth.tga
		rgbGen vertex
		tcmod scale 0.937 0.937
	}
}
.... and so on

when it should be textures/testterrain/terrain_0
and so on… your missing part of the path in all the shader headers


(BowlOfCereal) #3

hmmm, thats the shader that easygen made lol, guess i have to do taht everytime now >_> ill test it see if it works

yess it works, and i feel like an idiot now :frowning:


(Zer0Cool) #4

when you are exporting the terrain, easygen asks how your map will be named. Seems like you didnt fill the gap, so there is nothing between the //.


(BowlOfCereal) #5

also i would like to ask if it matters where i put codes in my shader?

like

{
emplicitMap
surfaceparms woodsteps
}

or

{
surfaceparms woodsteps
emplicitMap
}


(kamikazee) #6

I believe the order of those changes shouldn’t matter.

Do note that the shader statement is implicitmap.


(BowlOfCereal) #7

yeah i can never remeber how to spell it XD