Textures


(garv284) #1

Ok I just finished making my terrain and when i went to test it out in ET all the only texture was black boxes with an orange outline. anyone know how to fix this?


(PyROZen) #2

im getting this same problem. my .pcx and shader files get loaded fine but it cant find any of the textures.


(garv284) #3

here’s a screenshot


(BXpress) #4

use search. sty


(garv284) #5

do you mean the windows search or is there some other search in radiant or something to that exctent?

i searched in windows and quite a few files came up.

what should i do?


(BXpress) #6

kidding me?
THIS Search…


(garv284) #7

no i’m not i’m new to mapping and i’m looking for help, sorry if i offended you

plus nothing came up except for this post


(rgoer) #8

And besides, what would terms you have him search for? A search for “shader, error, compile” gives no obvious results… a search for “custom, texture, error” the same. Why don’t we just go over this for once and for all?


(evillair) #9
  1. Double check your texture paths in your .shader file.

  2. Make sure the textures are there in the correct folder.

  3. Make sure you didn’t mistype anything in your .shader file…
    example - Make sure you don’t have a “.tga” on the first line of your shader;
    textures/blahblah/blah.tga <–
    {
    shader_stuff_here
    }

  4. Make sure you have your texture folder listed in the shaderlist.txt in the scripts folder.

Hope that helps.


(rgoer) #10

I’m having a bit of trouble myself–and I’m not new at this :???:

Yes, of course, I have added “rc_ville” to shaderlist.txt

Yes, of course, I have named my folder within the textures/ directory “rc_ville”

Yes, of course, I have placed “rc_ville.shader” in the scripts/ directory

Yes, of course, I have made sure to set “sv_pure” to “0” before I /devmap my map

And yet, I get the orange/black “oops” grid for all shaders–bitmaps get loaded just fine (non-shader textures… you know, just a plain old .jpg or .tga mapped onto brush surfaces), but my shaders all get hosed…

Here is a sample of one of my shaders (I don’t feel like there are any errors in this, but maybe I’m mistaken…):

textures/rc_ville/tile_t08
{
qer_editorimage textures/rc_ville/tile_t08
q3map_lightmapsamplesize 1
q3map_normalimage textures/rc_ville/TILE_B08
{
map $lightmap
}
{
map textures/rc_ville/tile_t08
blendFunc GL_DST_COLOR GL_ZERO
}
}

Argh! All my images (qer_editorimage) show up just fine in Radiant (I’m using GtkRadiant-1.3.11). And every non-shader bitmap (i.e. textures/rc_ville/dirt.jpg) shows up just fine both in Radiant and in-game. I’m irked–is there something obviously wrong with my shader code that I’m just not seeing? It all looks kosher to me…


(evillair) #11

It should be -

textures/rc_ville/tile_t08
{
qer_editorimage textures/rc_ville/tile_t08.tga
q3map_lightmapsamplesize 1
q3map_normalimage textures/rc_ville/TILE_B08.tga
{
map $lightmap
}
{
map textures/rc_ville/tile_t08.tga
blendFunc GL_DST_COLOR GL_ZERO
}
}

You we’re missing some “.tga”'s. Only the main line shouldn’t have the file extension.


(rgoer) #12

Ah, see–I’m used to mapping for JK2, and you didn’t have to include the file extension anywhere in .shader files for that game. Ah well, I’ve got about two thousand ".tga"s to paste…


(garv284) #13

wait i didn’t know that i had to write a shader file for this. is there any turoial on this or something?

[EDIT] i figured out what you were talking about


(garv284) #14

here’s the shader file

textures/hq_alpha/terrain_0
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/rock_grayvar.tga
		rgbGen vertex
		tcmod scale 0.500 0.500
	}
}

textures/hq_alpha/terrain_1
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/grass_dense1.tga
		rgbGen vertex
		tcmod scale 0.500 0.500
	}
}

textures/hq_alpha/terrain_2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/grass_dense1.tga
		rgbGen vertex
		tcmod scale 0.500 0.500
	}
}

textures/hq_alpha/terrain_0to1
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/rock_grayvar.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.500 0.500
	}
	{
		map textures/temperate_sd/grass_dense1.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.500 0.500
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/hq_alpha/terrain_0to2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/rock_grayvar.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.500 0.500
	}
	{
		map textures/temperate_sd/grass_dense1.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.500 0.500
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/hq_alpha/terrain_1to2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/grass_dense1.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.500 0.500
	}
	{
		map textures/temperate_sd/grass_dense1.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.500 0.500
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/hq_alpha/terrain.vertex
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/rock_grayvar.tga
		rgbGen vertex
		tcmod scale 0.500 0.500
	}
}

imade the terrain with EasyGen
anyone know what’s wrong?


(DAbell) #15

http://www.splashdamage.com/forums/viewtopic.php?t=2817

Follow this thread at the bottom i requested information that i think will help you, i was getting the orange grid of death and it was all due to file placement. Also i downloaded the ET template for easygen which i think helped also it creates the right script.

I now have working terrain that has lush grass and rugged rock faces, it looks good but i now need to learn how to create buildings if anyone could put out some pointers.

Here is where you can download the templates i think i got the link thing right let me know if it doesn’t work.

http://digilander.libero.it/ilbanca/