what does this mean?


(twt_thunder) #1

when i try to compile my map this turns up:

Entity 33 (func_group) has shader index map “fueldump.pcx”

what’s that and why?

EDIT: this is what’s in the bottom:

Entity 34 (func_group) has shader index map “fueldump.pcx”
************ ERROR ************
LoadPCX: Couldn’t read fueldump.pcx


(Paul) #2

For fueldump you need to place the fueldump.pcx in etmain :wink:
It’s in the source package.


(shagileo) #3

Last time I saw that, was in a terrain.
Select a terrain brush and open up the entity menu, normally you should be able to see the .pcx file reference there too.

If I’m not mistaken, the pcx file refers to the texture on the terrain brushwork. Removing it from the entity menu could solve that problem, but then you need to texture your terrain ‘manually’
(at least that’s how I did it once, and it worked back then)


(Paul) #4

For fueldump I suggest you just place the fueldump.pcx in etmain. It contains the alpha etc of the train and it works perfect if you just don’t touch that file :’)


(MrLego) #5

It is the image used for painting the textures on the terrain - it has no other function and does not contain a alpha channel.

Without this file, q2map2 would not know where to place the meta-shader terrain textures on the terrain brushes.

If you are going to use the fueldump terrain meta-shader then you need this file.


(twt_thunder) #6

[QUOTE=shagileo;201543]Last time I saw that, was in a terrain.
Select a terrain brush and open up the entity menu, normally you should be able to see the .pcx file reference there too.

If I’m not mistaken, the pcx file refers to the texture on the terrain brushwork. Removing it from the entity menu could solve that problem, but then you need to texture your terrain ‘manually’
(at least that’s how I did it once, and it worked back then)[/QUOTE]

you were right shagileo,thanx and thanx paul and mr.lego too :smiley:


(twt_thunder) #7

he he but now i have yet another problem…
i compiled the map and when i try to run it i get this from ET:

sv_brushmodel 0

wtf??? :frowning: :frowning:


(Wezelkrozum) #8

You forgot to set the scriptname or you forgot an origin for a script_mover


(twt_thunder) #9

do not have any script mover as far as i know… just testing to see how the skybox look… set scriptname?

just have an ordinary game manager nothing else…


(Destroy666) #10

As I know you have unused (not connected) origin brush or func_rotating_door, func_bobbing without origin.


(twt_thunder) #11

nah…stupid me :D… forgot to set min and max choords :smiley: