The evil orange/black cmd map & no textured terrain


(vict0r) #1

Hi,

I’ve just began to launch up GtKRadiant, awesome stuff, reminds me at the 3D Studio crap I did about 10 years ago, so I’m very happy to start 3D’in again…
I’ve created a terrain with the correct sizes (finally sorted em out) in easygen, but for one reason or another, my terrain stays pitch black…
The command map has the dull orange with black grid thingie and I can’t make it to work.

I’m only using one lame texture as I was just launching the map for testing (quick view if the terrain was ok), but no way… spawn is fine etc, min/max coords work, only, no texture. I can walk, I can fall, but I don’t see where I walk or fall :slight_smile:

The shader I’m using is the simplest ever I think straight from easygen (new wolfet template):

textures/breendonk/terrain_base
{
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_lightmapsize 512 512
q3map_tcGen ivector ( 768 0 0 ) ( 0 768 0 )
}

textures/breendonk/terrain_0
{
q3map_baseshader textures/breendonk/terrain_base
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/temperate_sd/master_grass_dirt3.tga
tcMod scale 0.083 0.083
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

Anyone knows why it won’t work?

I’ve been trying to figure this out for three days now :disgust:

Thanks for any help, this is a great forum! I wish there were more like these with such useful info!! :smiley:

vict0r


(nUllSkillZ) #2

For the command map you also have to use a shader.
Here’s mine as example:

  • the command map picture is in the directory “etmain\levelshots”
  • the command map picture is named “mapname_cc.tga”
  • the shader is in the directory “etmain\scripts”
  • the shader is named “mapname_levelshots.shader”
  • contnet of the shader:

levelshots/mapname_cc_automap
{
    nopicmip
    nocompress
    nomipmaps
    {
        clampmap levelshots/mapname_cc.tga
        depthFunc equal
        rgbGen identity
    }
}

levelshots/mapname_cc_trans
{
    nopicmip
    nocompress
    nomipmaps
    {
        clampmap levelshots/mapname_cc.tga
        blendfunc blend
        rgbGen identity
        alphaGen vertex
    }
}

This shader is taken from the official files (“pak0.pk3”).
Hopefully this solves your problem with the command map.


(vict0r) #3

Hi,

Thanks for the reply, but it’s not the command map (yet), altho that also gives a wrong display. It’s the map in game.
Thing is, if I put a light on the map, I can see the texture, so I think some lightmap or param is missing?
Any ideas?

Thanks again,

Vic


(=DaRk=CrAzY-NuTTeR) #4

well yeah, lights make you able to see, you need more lights and a light compile


(DAbell) #5

Can i assume that when you exported your terrain from Easygen you ticked the put into skybox box, if so your terrain should of been encased in a large caulk box. If this is the case select all the inside sections of this box top and sides and apply the texture sd_batterysky which is in the skies directory. This sky shader contains all the lighting necessary to light your map, remember to leave the back sides of the sky box as caulk (if you don’t understand what caulk is just search for it).


(vict0r) #6

Hmm Ok I’ll try it tonight (gotta work today :/)
I indeed used the use skybox checkbox, and placed the fueldump_sky on the inside faces of my skybox (other sides stayed caulked).
Maybe the lighting on the fueldump sky is wrong or something… i’ll try with another sky this evening, I’ll keep you posted!


(badong) #7

you don’t need to do a light compile to check the geometry on your map.
The compiling process has several stages and you don’t have to do all of them to view your map. To check your geometry and textures just do a -meta compile. This will give you a map with no shadows etc… but it’s fast and good to check your work.
When you add ilghts to your map than do a light compile(which will take longer) so you can check your lighting.

Your terrain is not visible because you’re doing a light compile and you don’t have any lights on your map. Just do a -meta compile for now to see it.


(vict0r) #8

Thanks badong, it was indeed the wrong compile… it works now!