
I’ve had this happen before, but it goes away when I redo the CM and insert a new copy. This won’t go away – anyone have any ideas what’s causing it? The CM is just a plain vanilla greyscaled tracemap.

I’ve had this happen before, but it goes away when I redo the CM and insert a new copy. This won’t go away – anyone have any ideas what’s causing it? The CM is just a plain vanilla greyscaled tracemap.
If you have “map” instead of “clampmap” in your shader, would have this effect.
Here’s the shader, it’s pretty plain vanilla
levelshots/tactical_a1_cc_automap
{
nopicmip
nocompress
nomipmaps
{
clampmap levelshots/tactical_a1_cc.tga
depthFunc equal
rgbGen identity
}
}
levelshots/tactical_a1_cc_trans
{
nopicmip
nocompress
nomipmaps
{
clampmap levelshots/tactical_a1_cc.tga
blendfunc blend
rgbGen identity
alphaGen vertex
}
}
It was never going to be that easy…,
I had a second look at the screen shot, its not tiling the texture, but making a row, even odder. Does it do this in the limbo menu as well?
Just to make sure its the game and not the texture, have you tried renaming one of the standard com maps and seeing if that does the same.
O’boy, this sites fun tonight :uhoh:
perhaps its some odd bug, due to the map sizes. What the height and width of the map and what is the max and min coords set to?
I’ll try det’s suggestion first. Mapcoordsmins/maxs are -1500 1500 and 1500 -1500
umm, that screen shot gets better and better,
You got three diffrent shaders/textures in view there, your com map, an alpha mask from gfx/misc(I think) and a one from textures/swf.
Did you make your grayscale jpg with photoshop, it will save grayscale as 8bit.jpg instead of 24
Well, the problem is resolved:
I think you might have been right about the 8 bit greyscale. Very odd if you ask me.