…
Trees are .tga?
A TGA file is not a model and is simply not a valid tree. If the tree you want to put in is a TGA file, that is a good sign it is a ctually a texture. (1) Create a brush and (2) apply the texture. Be sure the shader and the image have the transparent alpha channels set-up correctly or it won’t look like brush or a tree.
The other possibility is that the TGA file is a skin for the mode, in which case you still need to select the MD3 file and insert that.
Play with it a bit and I am sure it will come toghter.
The tree models are in the directories:
models/mapobjects/tree_desert_sd
models/mapobjects/tree_temperate_sd
models/mapobjects/trees_sd
Btw, about this jpg-tga stuff: as I see it, you need tga in order to make use of this alpcha channel (ladders, grates, trees etc). Meanwhile, digging in
exures, I bumped onto some .tga doors and stuff. Why do we need tga door textures? Moreover, I’ve noticed some absolutely identical door textures with the only dirrefence being this swastika thing pasted on one of them - and it was in tga format. Why? It’s size was like 8 times bigger than its jpg analogue.
Thx
I think it doesn’t matter.
Original size of tga images is big.
And of jpg images is small.
But the images are compressed because they are zipped into the pk3.
So the tga will be compressed whereas the jpg’s (which are already compressed) won’t.
Rumours say that tga is of better quality, but I didn’t notice a difference in quality when I played with tga and jpg for my terrain.
What is clear is that tga is a lot bigger in filesize, so for small pk3 you might want to use jpg.
I have tree models in these folders.
May be you should extract pak0.pk3 again.
browse to the folders with your favorite file explorer, not with radiant, and look what they contain.
the snowy tree models indeed are to be found in /trees_sd… so you should find some md3 models
in there. here’s the content of my trees_sd folder:
brokentree_b.md3
brokentree_t.md3
tree_a.md3
tree_b.md3
tree_c.md3
tree_d.md3
tree_e.md3
damptrunk01.tga
winterbranch01.tga
wintertrunk01.tga
if you see those contents with your file explorer but not within radiant, then check if in radiant’s
“open model” dialogue window “file type” is set to “Quake 3 Arena (*.md3)”.
Do you use windows explorer to look in these directories?
There’s a function that avoids that files with several extensions will be shown (not sure if this happens to un-registered file extensions).
As I understand it, the JPEG file format is not a valid format in for RTCW:ET (unlike Quake III). Therefore the TGA files are required for use in game. The editor image can be a JPEG.
errrm… crazed, are you sure you’re in the right thread? 
@ benfun
so you have re-downloaded and re-installed ET and finally re-unpacked your pak0.pk3 and the trees still are NOT there?
- are there md3 files in other folders?
- try creating a new file and save it as somefile.md3 and see what happens
- does this file disappear?
- uncheck “extras/view/files and folders/hide protected system files” in win explorer. maybe md3 files
got registered as something like that. can’t image how this could happen, but it’s a chance… - check “extras/view/files and folders/hidden files and folders/show all”. but actually this shouldn’t really
change anything since newly created files mostly are unhidden and visible by default >.<
(pls note that i have translated the menu paths loosely since i have a german windows
and don’t really know their english counterparts
so they might look somewhat different)
oh my… if that doesn’t help i just don’t know…
Ok I have a worse problem. I will have to try that after I fix this. I did a lot of work on my map today. And just now when I went back to GTKRadiant 1.5.0 and tryed to open my map it dose not show up. All the txtures I have used load into the texture window, But my map dose not show up.
This is what is it says:
glconfig_new: trying config_rgba32
glconfig_new: using custom config
GL_VENDOR: Intel
GL_RENDERER: Intel Montara-GM
GL_VERSION: 1.3.0 - Build 4.13.10.3510
GL_EXTENSIONS: GL_ARB_multitexture GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_ARB_transpose_matrix GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_cull_vertex GL_EXT_fog_coord GL_EXT_packed_pixels GL_EXT_packed_pixels_12 GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_stencil_wrap GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_filter_anisotropic GL_3DFX_texture_compression_FXT1 GL_IBM_texture_mirrored_repeat GL_NV_texgen_reflection GL_WIN_swap_hint
Checking for extension ‘GL_ARB_texture_compression’…Found
Checking for extension ‘GL_EXT_texture_compression_s3tc’…Found
glconfig_new_with_depth: trying config_rgba32_depth32
glconfig_new_with_depth: using custom config
glconfig_new: trying config_rgba32
glconfig_new: using custom config
Map_New
Loading map from C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/map.map
Open file C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/map.map for read…success
Texture load failed: “textures/”
Loaded Texture: “C:/Program Files/GtkRadiant 1.5.0/bitmaps/notex.bmp”
Loaded Texture: “textures/skies/fueldump_clouds”
Texture load failed: “textures/common/caulk”
Loaded Texture: “C:/Program Files/GtkRadiant 1.5.0/bitmaps/shadernotex.bmp”
Loaded Texture: “textures/assault_rock/concrete_m02”
Loaded Texture: “textures/snow_sd/wood_m05a_snow”
Loaded Texture: “textures/snow_sd/ametal_m04a_snowfade”
Loaded Texture: “textures/metal_misc/ametal_m07a”
Loaded Texture: “textures/xlab_floor/xfloor_c07”
Loaded Texture: “textures/snow_sd/bunkerwall_lrg02”
Loaded Texture: “textures/metal_misc/diamond_c_01b”
Loaded Texture: “textures/alpha/truss_m06r”
Loaded Texture: “textures/stone/mxsnow3”
Loaded Texture: “textures/awf/awf_w_m10”
Loaded Texture: “textures/metals_sd/wall_b”
Loaded Texture: “textures/lights/light_m15”
Loaded Texture: “textures/metal_misc/metal_m04dg”
Loaded Texture: “textures/battery_wall/wall02_bot”
Loaded Texture: “textures/xlab_wall/xconcrete_c54_c”
Loaded Texture: “textures/forest_sd/door_m01asml_axis”
Loaded Texture: “textures/metal_misc/diamond_m03”
Loaded Texture: “textures/alpha/ladder”
Texture load failed: “textures/common/ladder”
Loaded Texture: “textures/alpha/bars_m01”
Loaded Texture: “textures/lights/light_xlight_02”
Loaded Texture: “textures/xlab_props/xpanel_c02dm”
Loaded Texture: “textures/metal_misc/metal_m04g2-r”
Loaded Texture: “textures/bunker_sd/concrete_c07bcmp_sand”
Loaded Texture: “textures/snow_sd/metal_m04g2_snow”
Loaded Texture: “textures/snow_sd/bunkertrim_snow”
Loaded Texture: “textures/snow_sd/snow_var01_big”
Loaded Texture: “textures/snow_sd/icelake2”
Loaded Texture: “textures/castle_wall/castle_m03a_step”
ASSERTION FAILURE: parsePrimitiveQuake3: invalid primitive type
brush 212: parse error
entity 0: parse error
map load timer: 1.8 second(s) elapsed
— LoadMapFile —
C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/map.map
0 brushes
0 entities
Please help me
Thanks so much,
Fritz AKA Ben
Edit, Preferences. Hit the “clean” button to reset the Radiant registry keys. That may clear things up.
That is not true at all. You can use jpegs just fine with ET or RTCW.
If you want an alpha channel, then you must use a tga.
As for the trees, many of the original models are not included, since misc_models get baked into the bsp file. So you are only left with the .tgas that are still needed to texture them. No need to re-install et, they are either in the .pk3 or not. If there was something wrong with the .pk3 you wouldn’t be able to play on other servers.
Your latest error seems to be caused by a corrupt map file
ASSERTION FAILURE: parsePrimitiveQuake3: invalid primitive type
brush 212: parse error
entity 0: parse error
I suggest trying a backup.