wtf??? Texture Problem


(Chester) #1

Ok…this is the strangest thing I have ever seen.

Using default textures that originally come with ET.
basepath is correct.

1 object right beside the other made at the same time with the same texture. One has the texture on it and the other has the dreaded black/yellow.

texture path is correct and the same on both objects.

Only happens when I do a full compile with no errors. On a META BSP compile this doesnt happen. I’ve even resorted to closing radiant…loading it up again importing to a new page and redefining my worldspawn to no avail. My next step is to just do one piece compile at a time and see what happens and where it is messing up.

Anyone Ever heard of this happening before? I am just using GTKRadiant 1.4.0 and this is the first time this has ever happened to a full compile on this map in specific.


(Shaderman) #2

Sounds strange. What about saving your .map and trying a brush cleanup?


(Loffy) #3

I use 1.4.0. released dec 2003 and I have a geforce3 Ti500 (64Mb) grafics card.
Sometimes this happens. Not too often thankfully. When it happens I usually delete the brush and remake it.
Are the two brushes at the same angle?
My compiles are:
-meta -mv 1024 -mi 6144
-v -vis -saveprt
-v -light -fast -patchshadows -super 2 -bounce 8 -external -lightmapsize 256
Good luck.
//l.

EDIT: It is also possible to select both brushes, turn them into a func_group. Will the problem go away?
Or you can try EB’s suggestions below, which he wrote while I was editing this.


(EB) #4

YES, …a shader file may register in the editor but not in-game and vice-versa. This all depends on a couple to alot of things.

What is the name of the shader ?
-open the map in editor and hold shift and left-click one of the 2 brush faces and/or brushes…then do the same to the second. Each time you do this…it will highlight the specific shader in the texture window allowing you to differentiate between each shader IF there is a difference.

-IF there is a difference…post both shader/texture names here…
-IF there is NOT a difference, then who knows what the hell is wrong…LMAO.(Re-install)

Also try what Loffy suggested in his post.(the one he posted while I typed this)hehe


(Chester) #5

I think I may have to result in a fresh install of WolfET and GTKRadiant. I’ve already done those particular suggestions to no avail…except the func_group one. Thats interesting…its setup as a func_static for debris after someone dynamites through a floor.

Texture used is:
desert_sd/floor_inside_1

I also get this for:
textures/egypt_walls_sd/stucco02
textures/egypt_walls_sd/stucco03
textures/egypt_walls_sd/stucco04
Only in some places on different faces though. Same brush different faces yet one face works and the other doesnt.

Its just odd how it works fine in a small BSP META compile but not it the larger compiles. Even stranger how it never did this before in the last 3 beta releases of this map. The same objects with the same textures have always been in the map since the beginning with no problems.

I too have an older video card.
Ti4200 128MB
Athlon 1800+ Barton

Maybe its just the Titanium series…lol.


(Shallow) #6

Since it’s only a problem with lit compiles, maybe it’s the old styled lighting trap. If you have a light that has accidentally got a targetname, it can do stuff like this. Check all the light entities near the problem objects in case you’ve got a spotlight wired up backwards or something.


(Chester) #7

Hmmm…that is quite possible Shallow since it is isolated to a particular room that has spotlights. Thank you. :clap:


(Chester) #8

Yes, I did have one of my spotlights pointing at the wrong way. Thank You Shallow.

But, now I have another interesting problem. Everything works fine until I pack it all up into a pk3 file. Then, when the pk3 file loads I get error messages as:

Couldn’t find shader image MYMAPNAME/0654065465as4df0a6s546540f654as6d.

I understand with the same statement for an actual texture but this is some wierd number almost like a memory address.
Its not in the format: Couldn’t find shader image textures/concrete.tga <— Thats easy.lol.
Couldn’t find shader image MYMAP/0654065465as4df0a6s546540f654as6d. <---- WTF IS THIS. I get a whole bunch of these with different numbers that are really long…like I said, almost like memory addresses.

Anyone ever see this before. This search engine on these forums are killer, im still searching through them. If I find a post relating I will post a link.


(Loffy) #9

OK, you get that error message in console,during loading the map? Does the map start at all? Is it possible to run around in the map? Can you see what texture (in the game) that is missing, if any?
//L.


(EB) #10

is this from a clean testing environment or does your ETMAIN have alot of .pk3 files in it ?


(Chester) #11

Clean environment. No Pk3 files other than stock. I have 3 installs of WolfET on my computer. 1 for playing. 1 for Radiant and 1 for server testing and map testing. Tried it on all 3 installs and the same error occured.

I get that error message in console when the map loads. Map is playable only some textures are missing…ironically, the same spots, in the same room, with the spotlights I fixed. Maybe I’ll just try deleting these spotlights and see what happens.

The BSP works fine however now and loads properly.

Went through all 15 pages of a search in the forums. Appears no one else has had this error before, only the typical textures/blah.


(Shallow) #12

Yeah, you probably still have another inadvertently styled light in there, I think the [mapname]/asdfasdfasdfasdfasdf crap is where it is looking for an autogenerated shader for surfaces near a styled light, when one hasn’t been created (IIRC you need ‘stylemarker’ lines in the shaders for Q3map2 to be able to generate them). Doing a test compile with all the lights in that area deleted and a high ambient or something is probably the way to go.


(Chester) #13

Ah, just havent touched this stuff in over a year so its brushing up on stuff I used to know on a map that was mostly completed. I ended up tearing out a section and redoing it because I didn’t like how it was initially laid out and that is the section that is giving me the difficulties.

Yeah, don’t take a year off and come back expecting to remember everything. lol. But, it does create some interesting errors!


(jaybird) #14

Ah yes, but the amount of frustration you get from obstructions to your ultimate goal only amplifies the satisfaction you gain from accomplishing it.


(Chester) #15

Very true Jaybird…you implement !slap yet on your mod?

You just saw my name and decided to come over and say something didn’t you…


(jaybird) #16

You just saw my name and decided to come over and say something didn’t you…

Indeed.

And nope, not yet. Just got done reformatting !help to be a little more verbose as Shrub was. I’ll see if I can’t do slap tonight.