scdm3 [alpha] by Scorch_

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
AndyW
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Re: scdm3 [alpha] by Scorch_

Post by AndyW »

Check your paths in Shader files.
Shaders added to the SHADERLIST.TXT ??? Y or N ? :)
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Martinus
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Re: scdm3 [alpha] by Scorch_

Post by Martinus »

Use / instead of \ in the texture paths and do not use uppercase letters.
Also check the console for errors ingame, when you loaded your map.
[url=http://lvlworld.com/author/Martinus]My Quake 3 maps[/url]
Scorch_
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Re: scdm3 [alpha] by Scorch_

Post by Scorch_ »

AndyW wrote:Check your paths in Shader files.
Shaders added to the SHADERLIST.TXT ??? Y or N ? :)
The shaders are added to the shaderlist.txt and the paths in the shader files are correct.
KittenIgnition
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Re: scdm3 [alpha] by Scorch_

Post by KittenIgnition »

I hope you meant you replaced all instances of, ".png" in your shader files with, ".tga", rather than converting actual image files. Forward slashes and non-tga/jpg extensions in the shader file itself. Maybe you did that already, but you mentioned converting so I just want to make it absolutely clear.

Did you post a DL link? I'm on my phone but when I get home I can settle this once and for all, provided I have the map.
Scorch_
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Re: scdm3 [alpha] by Scorch_

Post by Scorch_ »

KittenIgnition wrote:I hope you meant you replaced all instances of, ".png" in your shader files with, ".tga", rather than converting actual image files. Forward slashes and non-tga/jpg extensions in the shader file itself. Maybe you did that already, but you mentioned converting so I just want to make it absolutely clear.

Did you post a DL link? I'm on my phone but when I get home I can settle this once and for all, provided I have the map.
Download

Heres the full pk3 it should have all the shader scripts and textures. I did check within the shader files them self to make sure everything was correct and as far as I could tell it all checked out, as for the converting I was talking about converting .png/.jpg textures to .tga.
KittenIgnition
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Re: scdm3 [alpha] by Scorch_

Post by KittenIgnition »

Well, on my phone again, but in SFX.shader one of the shader names ends with a /. I dunno if this actually causes issues, but I assume it does. It likely does.


WARNING: R_FindImageFile could not find 'textures/skies/meth_clouds.tga' in
shader 'textures/skies/meth_clouds4'
Shader textures/skies/meth_clouds4 has a stage with no image
WARNING: unknown general shader parameter 'novlcollapse' in
'textures/sfx/portal_opaque_

Novlcollapse makes shaders not work, delete that parm. Then there's a missing .


Seems the other ones are also simply missing textures.
Last edited by KittenIgnition on Thu Oct 01, 2015 2:10 pm, edited 1 time in total.
Martinus
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Re: scdm3 [alpha] by Scorch_

Post by Martinus »

Run the game, load your map, and CHECK THE CONSOLE. :!:
You will see yellow texts which tells you what and where are the errors.

I don't think it's a good idea to overwriting the original shaders like "sfx.shader".
Better rename it for surely work.
[url=http://lvlworld.com/author/Martinus]My Quake 3 maps[/url]
Scorch_
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Re: scdm3 [alpha] by Scorch_

Post by Scorch_ »

KittenIgnition wrote:Well, on my phone again, but in SFX.shader one of the shader names ends with a /. I dunno if this actually causes issues, but I assume it does. It likely does.


WARNING: R_FindImageFile could not find 'textures/skies/meth_clouds.tga' in
shader 'textures/skies/meth_clouds4'
Shader textures/skies/meth_clouds4 has a stage with no image
WARNING: unknown general shader parameter 'novlcollapse' in
'textures/sfx/portal_opaque_

Novlcollapse makes shaders not work, delete that parm. Then there's a missing .


Seems the other ones are also simply missing textures.
The only place I could find the novlcollapse parm in the shader file was by the teleporter related stuff and removing it seemed to have no effect, there shouldn't be any missing textures as far as I know. Also I don't encounter the meth_cloud related errors when loading the map, does the sky texture work for you or is it just the default checkerboard one?

Martinus wrote:Run the game, load your map, and CHECK THE CONSOLE. :!:
You will see yellow texts which tells you what and where are the errors.

I don't think it's a good idea to overwriting the original shaders like "sfx.shader".
Better rename it for surely work.
The only error I see in the console when loading up the map is "WARNING: unknown general shader parameter 'novlcollapse' in
'models/players/sarge/band"
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Hipshot
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Re: scdm3 [alpha] by Scorch_

Post by Hipshot »

Rule of thumb:

Test your levels in clean quake 3 folders, it's 2015, I'm sure ~500MB of space can be spared for a clean copy.

Name shaders and folders after the level or yourself, for example like I do, hipshot_NNN1 or hipshot_NNN5
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
KittenIgnition
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Re: scdm3 [alpha] by Scorch_

Post by KittenIgnition »

I never release maps so I have one bigass "kitteh.shader" which I copy necessary ones out of and put in another shader called mapname.shader(if I'm giving it to someone to test or mess around on), so in a way I follow that rule and when you're messing with someone else's game, definitely be as thorough as you can, and avoid as many conflicts as you can.

The meth clouds texture is not in the pk3 that you linked, there is a bunch of novlcollapse in the sfx shader, and there is an error in the console which means the shader exists on the map somewhere. There were a few other errors that I can't test on my phone, but they are there and I can find em later for you.
KittenIgnition
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Re: scdm3 [alpha] by Scorch_

Post by KittenIgnition »

K, I finally tested it properly on my PC. The only errors I'm getting are the teleporter and the missing sky. Adding textures/skies/meth_clouds.jpg fixed the sky, and deleting all instances of novlcollapse in sfx.shader worked (obviously you only need to remove the one in the shader you're using). The weapon markers work, as do the bounce pads.

This means there's some sort of conflict or issue on your end, and it might be due to the names of the shaders. I recommend taking out only the ones you need, and making a completely new shader file containing just the ones you use. It's never a good idea to overwrite baseq3 shaders, under any circumstance (related to level design, at least).
AEon
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Re: scdm3 [alpha] by Scorch_

Post by AEon »

There were level packer tools out there, IIRC they also put together a comprehensive shader for that map... i.e. ignoring default id shaders and putting only those into the file that the .map file references. Been very long since I used such a tool though.
AndyW
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Re: scdm3 [alpha] by Scorch_

Post by AndyW »

AEon wrote:There were level packer tools out there, IIRC they also put together a comprehensive shader for that map... i.e. ignoring default id shaders and putting only those into the file that the .map file references. Been very long since I used such a tool though.
There were and there are, im using the one included in Q3MAP2TOOLZ.
But i dont have any knowledge about its Shader-functions / and / or shader related stuff at all.
For me this tool does a pretty good job!

EDIT: I took a look at the generated .shader file from that tool and its a total chaos. :eek:
Die Vitamine sind in der Dose gefangen!!!
AEon
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Re: scdm3 [alpha] by Scorch_

Post by AEon »

It's been such a long time using that tool for me, since I tend to experiment in the main shader file of the respective map, and also add a lot of comments... I seem to recall that comments don't survive... other than that... I'd expect the shaders in the resulting new file to be alphabetically ordered... maybe that's just wishful thinking.

Not sure what choas is for you... fixing the order of the shaders to your liking should be a quick job, and then you know what shaders the map needs for sure. Note... I do this only once... and then never again, i.e. updating the map's shader file manually from then on.
AndyW
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Re: scdm3 [alpha] by Scorch_

Post by AndyW »

I think my problem is that im not "that" into shaders.
Looking at that files can be scary to people with absolutely no programming and scripting background like me.
I really have to play around with shaders alot more.
Playing around = learning ;)
:clownboat:
Die Vitamine sind in der Dose gefangen!!!
AEon
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Re: scdm3 [alpha] by Scorch_

Post by AEon »

Technically I am a programmer, and still have problems with shaders... oh the irony of it all ;)... though a bit of source formatting/arranging should be doable.
Scorch_
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Re: scdm3 [alpha] by Scorch_

Post by Scorch_ »

So I went ahead and did a fresh install of quake 3 and I was able to find the errors KittenIgnition mentioned, so all textures should be working on the map now. Not sure what happened to my other install but from now on I will be doing testing in the clean install, thanks everyone for all the help!
AndyW wrote:GOOD NEWS MAN!
I was able to fix it, now you have Bot-support Sir! :rtcw:
I dont know what caused the error so i started deleting stuff, lights, some items, lava and Voila- it worked. Some items were stuck into walls. I deleted the teleporter-links. You have to rebuild some small things that i killed but i did only some changes to the Jumper and deleted some curves and seald up stuff... And removed the box :)
I also removed the sky-texture for testing, here you go! :)
I'm still having some issues with bot support, I tried sliming a lot of the non-visible brushes down, doing a brush cleanup, removing the curves, adding bot clips to stairs and the bars, pretty much everything you did in the file you sent me aside from removing the lava and bars but I still get the "Tried parent" error. So I'm kinda stumped, I'm not sure why the lava would cause the error I could maybe understand the bars but I put a bot clip on both of them and still got the same result.

Download

Also on a slightly unrelated note does anyone know how to get bot support for a map in quakelive? The only thing I was able to find on it was a script cityy posted on the quakelive forums but I couldn't seem to get it to work.

Code: Select all

<path to bspc.exe> -bsp2aas <path to your compiled map.bsp> -forcesidesvisible -optimize
AndyW
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Re: scdm3 [alpha] by Scorch_

Post by AndyW »

The last things i deleted was Lava stuff and some Lights -then it worked :shrug:
Hmm.. If you want PM Map again, I will try to fix the Error without the big chaos i caused last time :)
Die Vitamine sind in der Dose gefangen!!!
Scorch_
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Re: scdm3 [alpha] by Scorch_

Post by Scorch_ »

AndyW wrote:The last things i deleted was Lava stuff and some Lights -then it worked :shrug:
Hmm.. If you want PM Map again, I will try to fix the Error without the big chaos i caused last time :)
Heres the .map file, I didn't delete the lava when trying to get bots working as that being the issue didn't really make sense since its not something thats able to be reached.

.map Download
AndyW
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Re: scdm3 [alpha] by Scorch_

Post by AndyW »

Hey i finally found whats causing this AAS Error. You had 3 Lava Blocks sticking into geometry. I just removed this 3 Blocks and "Voilà" it worked fine.

[lvlshot]http://i.imgur.com/rZOm5dm.jpg[/lvlshot]

Just put the lava and surrounding walls down some units so that you have some more space.
Die Vitamine sind in der Dose gefangen!!!
coltonquake3
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Re: scdm3 [alpha] by Scorch_

Post by coltonquake3 »

Use 2.1i. It can build the AAS of your map, due to it having FAR less "tried parent" errors, and the map limitations are increased, that's why I switched to it.
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Eraser
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Re: scdm3 [alpha] by Scorch_

Post by Eraser »

AndyW wrote:[lvlshot]http://i.imgur.com/rZOm5dm.jpg[/lvlshot]
Is that a misaligned texture right there under the yellow armor?
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