Textures Aren't Working


(Big Aid) #1

Hey, I have a problem with some textures. I am trying to make a texture that is a phong shader and also somewhere where you can plant landmines but i am not really having any luck. One of the parts of text in my shade file is:

textures/beach/sand_disturb_bright_landmine_phong
{ 
   q3map_nonplanar
   q3map_shadeangle 60
   qer_editorimage textures/temperate_sd/sand_disturb_bright.tga
   surfaceparm landmine 
   implicitMap textures/temperate_sd/sand_disturb_bright.tga
   {
 		map $lightmap
 		rgbGen identity
   }
   {
	        map textures/beach/sand_disturb_bright_landmine_phong.tga
	        blendFunc filter
   }
}

Can someone plz help me or tell me if it’s possible. Any help would be appreciated.

Thanks BiG AiD


(DerSaidin) #2

I think it should be

surfaceparm landmines

instead of
surfaceparm landmine


(Big Aid) #3

Sorry I didn’t explain propperly. I go onto the game and the landmines work fine but the texture has gone and theres just a load of black and yellow squares.

I think it should be

surfaceparm landmines

instead of
surfaceparm landmine

It is

surfaceparm landmine

don’t mean 2 be rude.


(D3C0Y) #4

did you double check all the texture directories/names ?


(Big Aid) #5

Yeah i’m sure. You can see the textures fine in radiant but in the actual game the textures don’t work.


(CooperHawkes) #6

there is a missmatch in your file names:

qer_editorimage textures/temperate_sd/sand_disturb_bright.tga
[…]
map textures/beach/sand_disturb_bright_landmine_phong.tga

since you state that you can see the texture in radiant, i would say, the second one is wrong.
in case the second file really exists: ignore my gossip :wink:


(kamikazee) #7

Also note that you got a implicitMap statement alongside with two map stages. The implicitmap OR the stages should go, AFAIK.


(psyco_mario) #8

Make sure the textures dimensions are to a power of 2 :slight_smile:


(Big Aid) #9

Thanks Every 1 i’ll try these out


(=PoW= Kernel 2.6.5) #10

What were the requirements for tga images?

Uncompressed, and a size based on powers of 2.
What were the others?


(Flippy) #11

i dont know any others, but if you want a normal texture use 24 bit and if you want to use an alpha channel use 32 bit.

also, the power of 2 “rule” also applies to jpeg images afaik…