hi everyone,
i'm currently building a q3a/osp map and having some problems with a single texture that is missing when the pk3-file of my map is started on some machines.
i searched the forum and found this threat that seems to describe the problem quite well, a proposal how to fix the problem is also given.
the reason why i'm posting this is that i thought the texture (it is gothic/gothic_block/blocks18c_9_evilwindow) came with q3. on the other hand, my problem seems to indicate that this is not the case.
So, finally, my question :
How do i find out where the texture comes from?
(I already searched google for "blocks18c_9_evilwindow" and found nothing. I didn't install the Three Wave Mappack and a search for files named "twpak*.pk3" finds nothing on my system.)
Q3A : missing texture on some machines [solved]
Q3A : missing texture on some machines [solved]
Last edited by dichtfux on Wed Apr 19, 2006 3:28 pm, edited 1 time in total.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
I can tell you for sure that the texture doesn't come with the standard, retail quake 3.
I determined this by opening the files pak0.pk3 to pak8.pk3 with a zip program, and it's not in any of them.
You can do a similar thing with the team area, threewave, or any other custom files to locate the texture.
Personally, although it's bad practice, I would be tempted to simply rebundle the texture with your level as /textures/yourmapname/blocks18c_9_evilwindow
I determined this by opening the files pak0.pk3 to pak8.pk3 with a zip program, and it's not in any of them.
You can do a similar thing with the team area, threewave, or any other custom files to locate the texture.
Personally, although it's bad practice, I would be tempted to simply rebundle the texture with your level as /textures/yourmapname/blocks18c_9_evilwindow
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
― Terry A. Davis
thank you for your efforts.Foo wrote:I can tell you for sure that the texture doesn't come with the standard, retail quake 3.
I determined this by opening the files pak0.pk3 to pak8.pk3 with a zip program, and it's not in any of them.
arrgh, that's bad news. i'll have to write a bash script to do this for me. it would take ages to find the texture by opening all of my pk3s by hand.Foo wrote: You can do a similar thing with the team area, threewave, or any other custom files to locate the texture.
i guess, i'll have to find the texture anyways to do that :-xFoo wrote: Personally, although it's bad practice, I would be tempted to simply rebundle the texture with your level as /textures/yourmapname/blocks18c_9_evilwindow
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
sorry for ignoring your post, you were faster than me so i didn't even see it when i first responded.$NulL wrote:Its from mapmedia.pk3, a pack that, iirc, comes with radiant.
Its a little blighter thats confused plenty of mappers before. You will probably be best do as foo suggests and repackage it in your own directory.
radiant is a thing i hadn't thought about, but all the other machines did not have it installed, so that's very likely to be the answer.
thanx a lot, i'll give it a try.
EDIT: great, what $NulL suggested works. the texture does now show up on the other machines, too. (it is, btw called blocks18c_3_evilwindow and not blocks18c_9_evilwindow as i thought. i misinterpreted the tiny font in radiant.)
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Here is my quick solution.
Do not put any non-official pk3 in baseq3 directory.
Use your own temp mod directory and set up radiant to include it.
Almost all the assets will be inherited except mapobjects.
By doing so you can easily see what assets are custom and should be distributed.
When testing missing textures, you make one more temp mod directory, for example "missing", then put your rc-pk3 there then
quake3 +set fs_game missing
to find errors.
When trying to map for actual mod with this method, you need to re-define or pollute baseq3 because radiant cannot deal with mod on mod.
Do not put any non-official pk3 in baseq3 directory.
Use your own temp mod directory and set up radiant to include it.
Almost all the assets will be inherited except mapobjects.
By doing so you can easily see what assets are custom and should be distributed.
When testing missing textures, you make one more temp mod directory, for example "missing", then put your rc-pk3 there then
quake3 +set fs_game missing
to find errors.
When trying to map for actual mod with this method, you need to re-define or pollute baseq3 because radiant cannot deal with mod on mod.
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[color=#666666]When I went to a zoo, I found myself in another zoo, too. - a13n[/color]
[color=#999999]Homeless is a living proof that[/color] [color=#FF00BF]Benjamin Franklin's quote "There're two things certain, tax and death" is wrong[/color] [color=#999999]and GOD had wanted[/color] [color=#FF00BF]him to be an evil liar, that is, SATAN[/color][color=#999999]. - a13n[/color]
[color=#666666]There are too many GODs in this werld for [/color][color=#FF00BF]the ONE&ONLY[/color][color=#666666] to be valid. - a13n[/color]
[color=#666666]Nothing ventured, the rest of everything just given. - a13n[/color]
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