TTimo / GtkRadiant

The open source, cross platform level editor for idtech games
http://icculus.org/gtkradiant/
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Issue with textures on a Urban Terror map #495

Closed suchacoder closed 7 years ago

suchacoder commented 7 years ago

Hi there please help me, i'm new to this editor but i think this is like a bug or something. See while in the editor aplying textures i see them like this: http://i.imgur.com/lb8BoAZ.png But once in game testing the map i see the textures like this: http://i.imgur.com/w36d0NB.jpg Please help

shader:

//----------------- // General textures //-----------------

textures/ut4_chuck_b1/matrix { qer_editorimage textures/ut4_chuck_b1/chars_1.tga q3map_globaltexture { map textures/ut4_chuck_b1/beam_multi.tga rgbGen identity tcMod scale 1 0.25 tcMod scroll 0 -0.5 } { map $lightmap blendfunc add rgbGen const ( 0.3 0.3 0.3 ) tcGen lightmap } { map textures/ut4_chuck_b1/beam_single.tga blendfunc add rgbGen identity tcMod scroll 0 -0.2 } { map textures/ut4_chuck_b1/beam_single.tga blendfunc add rgbGen identity tcMod scale -1 1 tcMod scroll 0 -0.3 } { map textures/ut4_chuck_b1/chars_all.tga blendfunc filter rgbGen identity } { animmap 1 textures/ut4_chuck_b1/chars_1.tga textures/ut4_chuck_b1/chars_2.tga textures/ut4_chuck_b1/chars_3.tga textures/ut4_chuck_b1/chars_4.tga blendfunc add rgbGen wave inversesawtooth 0 1 0 1 } { animmap 2 textures/ut4_chuck_b1/chars_3.tga textures/ut4_chuck_b1/chars_4.tga textures/ut4_chuck_b1/chars_4.tga textures/ut4_chuck_b1/chars_1.tga textures/ut4_chuck_b1/chars_1.tga textures/ut4_chuck_b1/chars_2.tga textures/ut4_chuck_b1/chars_2.tga textures/ut4_chuck_b1/chars_3.tga blendfunc add rgbGen wave inversesawtooth 0 1 0.5 1 } }

textures/ut4_chuck_b1/gray_metal { qer_editor_image textures/ut4_chuck_b1/gray_metal.tga { map textures/ut4_chuck_b1/gray_metal.tga } }

//---------------- // Light entities //----------------

textures/ut4_chuck_b1/bright_light { qer_editor_image textures/ut4_chuck_b1/bright_light.tga surfaceparm nodamage surfaceparm nomarks { map textures/ut4_chuck_b1/bright_light.tga } { map $lightmap rgbGen identity blendFunc filter } }

//--------- // Liquids //---------

textures/ut4_chuck_b1/akuta_toxic { qer_editorimage textures/ut4_chuck_b1/akuta_toxic.tga qer_trans 0.5 q3map_globaltexture surfaceparm trans surfaceparm lava surfaceparm noimpact q3map_surfacelight 1500 cull disable tessSize 64 deformVertexes wave 250 sin 4 8 0.15 0.1 { map textures/ut4_chuck_b1/akuta_toxic.tga tcmod scale 0.5 0.5 tcmod scroll 0.2 -0.2 tcMod turb 0.0 .25 0.0 .2 blendFunc GL_ONE GL_ZERO rgbGen identity } }

//----- // Sky //-----

textures/ut4_chuck_b1/sky { qer_editorimage textures/ut4_chuck_b1/sky.tga surfaceparm noimpact surfaceparm nolightmap q3map_globaltexture q3map_lightsubdivide 256 surfaceparm sky q3map_surfacelight 50 q3map_sun 1 1 1 100 250 90 skyparms env/ut4_chuck_b1/hive/hive 720 - }

Pan7 commented 7 years ago

Radiant, the compiler or the engine doesn't find your shader\shader file. This often occurs if your map stuff isn't in the base folder. You can compile your maps manually or with a batch script that is using your custom folders or you move everything into the base folder.

0bsidian commented 7 years ago

Also, check shaderlist.txt and make sure your shader files are listed.

suchacoder commented 7 years ago

Thanks Obsdian, alredy solve my issue with mapping, Pan helped me on IRC quakenet #radiant, the problem was that i was mapping in '$HOME/mapping/q3ut4/' that was my base dir for Urban Terror, but q3map2 was searching my .shader file in '$HOME/.q3a/q3ut4/scripts' even tho i specify on my .proj file that my base dir is in: '$HOME/mapping/q3ut4/' q3map2 still looks for the .shader files on '$HOME/.q3a/q3ut4/scripts' so i moved everything i had in '$HOME/mapping/q3ut4/' and put it in '$HOME/.q3a/q3ut4/' and voila, all my troubles flew away, Thanks Pan <3

ensiform commented 7 years ago

You could have set -fs_basepath in q3map2 presumably to the root folder of where the urban terror bin was located.