Map textures & shaders not rendering when loaded with bo
Map textures & shaders not rendering when loaded with bo
Ok. I made another nice little map and I am having issues with it.
If I load the map with bots already selected in the skill/bot/frag-time limit/pure server screen when I get into the map to play most of my textures and shaders are missing or not rendering properly.
Some of the shaders still emit light but the actuall immage and motion of the shader is missing. I just get that gray with the white grid lines almost everywhere.
Then if I leave the map go back and do not add any bots and dont even leave any spaces open for any players then go int the map everything looks and renders perfecly.
Then I can leave the map go back and load the map normally with bots selected to go into the map with me everything once still looks great. It will continue to work right untill I actually close Q3A out completely.
Then the next time I open Q3A and go into that map with bots selected the whole thing starts over again.
I have to leave the map go in with no spaces open for any players and then load the map and then it works fine again. I can leave the map again and go back in with bots and again it now works great.
What the heck is going on?
Any ideas as to why it would not render right unless I load it once with no player slots open once first?
Thanks everyone.
If I load the map with bots already selected in the skill/bot/frag-time limit/pure server screen when I get into the map to play most of my textures and shaders are missing or not rendering properly.
Some of the shaders still emit light but the actuall immage and motion of the shader is missing. I just get that gray with the white grid lines almost everywhere.
Then if I leave the map go back and do not add any bots and dont even leave any spaces open for any players then go int the map everything looks and renders perfecly.
Then I can leave the map go back and load the map normally with bots selected to go into the map with me everything once still looks great. It will continue to work right untill I actually close Q3A out completely.
Then the next time I open Q3A and go into that map with bots selected the whole thing starts over again.
I have to leave the map go in with no spaces open for any players and then load the map and then it works fine again. I can leave the map again and go back in with bots and again it now works great.
What the heck is going on?
Any ideas as to why it would not render right unless I load it once with no player slots open once first?
Thanks everyone.
Uh, well....good luck with that. :shrug:
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
Good thought 4days, but unfortunately no. I removed all of the mods I had and put them in a seperate folder on my desktop several months ago. So for now I have no mods in my Q3A directoies or folders. Just plain old Q3A.
Last edited by Magnus on Wed Apr 05, 2006 4:16 pm, edited 1 time in total.
Uh, well....good luck with that. :shrug:
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
i would say look for some additional mods or maps that u have installed that are conflicting with idsoftwares default textures and bots.
firstly though try the map with a clean install of quake3.
post your arena file here and or additionally post you Q in level editing forum also.
firstly though try the map with a clean install of quake3.
post your arena file here and or additionally post you Q in level editing forum also.
[color=#FF0000][WYD][/color]
Ok, this is screwed up. I went into the map and left the bots selected and just turned pure server off and it loads fine with all the textures and shaders working fine.
So it wasn't the fact that I was going into the map with bots it was that I had the "pure server" set to "yes". Odd because I was just going into the map in single player. I wasn't starting a server.
Any of this tell you guys what the problem was?
Thanks again.
So it wasn't the fact that I was going into the map with bots it was that I had the "pure server" set to "yes". Odd because I was just going into the map in single player. I wasn't starting a server.
Any of this tell you guys what the problem was?
Thanks again.
Uh, well....good luck with that. :shrug:
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
Yea there are a few bots I created, but I tryed opening the map with those .pk3s in the baseq3 and without them in the baseq3 and I got the same results if they are in there or not.
It seems the key to get the textures and shaders to work properly is making sure that pure server is set to "no".
I don't get it.
What would "pure server" being set to "yes" or "no" have to do with textures and shaders not being rendered in a map that is in MY baseq3 and while I am playing single player/skirmish and not multiplayer online/lan?
It seems the key to get the textures and shaders to work properly is making sure that pure server is set to "no".
I don't get it.
What would "pure server" being set to "yes" or "no" have to do with textures and shaders not being rendered in a map that is in MY baseq3 and while I am playing single player/skirmish and not multiplayer online/lan?
Uh, well....good luck with that. :shrug:
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
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Ah! I would say that is my problem then. I created textures and scripts folders in my map .pk3 named sfx and liquids and others like that because that was where I got some of the textures from while in the texture list in GTK Radiant and used the shader scripts that came from Q3A thus I obviosly have scripts with the same names as others already in the game. I assume this is where some of the conflicts are coming from.
Also misantropia is right. Out of the 16 textures and shaders that were missing I did find two textures that must be loading from my baseq3/maps/textures because those two are missing from my .pk3.
I would put the textures I need in a different folder named like magnus or something, but it seems that many shaders and liquids won't work unless they are actually called from a folder named sfx or liquids.
I see now that you were right. It would have been better to have asked this in LEM.
I guess it was just where the problem would go away if I set pure server to no is why I thought this would be a better place for this question at first.
Thanks guys!
Also misantropia is right. Out of the 16 textures and shaders that were missing I did find two textures that must be loading from my baseq3/maps/textures because those two are missing from my .pk3.
I would put the textures I need in a different folder named like magnus or something, but it seems that many shaders and liquids won't work unless they are actually called from a folder named sfx or liquids.
I see now that you were right. It would have been better to have asked this in LEM.
I guess it was just where the problem would go away if I set pure server to no is why I thought this would be a better place for this question at first.
Thanks guys!
Last edited by Magnus on Wed Apr 05, 2006 11:41 pm, edited 1 time in total.
Uh, well....good luck with that. :shrug:
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
Textures reside in your PK3 under the folder \textures\yourmapfilename\
shaders reside under \scripts\yourmapfilename.shader
as a convention, at least.
The reason you're finding some textures only work in specific folders is because the shaders and textures are explicitly linked by filename. You need to edit the custom shaders as well, and avoid calling ANY texture or shader with the same name/path as an already existing file.
This is why it's so important that every unique file you create is contained within a unique /yourmapname/ folder, and that you do not repackage files which already exist within Q3.
shaders reside under \scripts\yourmapfilename.shader
as a convention, at least.
The reason you're finding some textures only work in specific folders is because the shaders and textures are explicitly linked by filename. You need to edit the custom shaders as well, and avoid calling ANY texture or shader with the same name/path as an already existing file.
This is why it's so important that every unique file you create is contained within a unique /yourmapname/ folder, and that you do not repackage files which already exist within Q3.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
― Terry A. Davis
Foo wrote:Textures reside in your PK3 under the folder \textures\yourmapfilename\
shaders reside under \scripts\yourmapfilename.shader
as a convention, at least.
The reason you're finding some textures only work in specific folders is because the shaders and textures are explicitly linked by filename. You need to edit the custom shaders as well, and avoid calling ANY texture or shader with the same name/path as an already existing file.
This is why it's so important that every unique file you create is contained within a unique /yourmapname/ folder, and that you do not repackage files which already exist within Q3.
OK here is something I experience.
Say I am making a simple shader that causes a texture to scroll.
I call it magnus_scroll and use a texture called magnus_scroll2.
I place the magnus_scroll2 texture in a folder called magnus2 and place the shader script in a file called magnus2.shader.
I then go ingame and the texture will show but it is not acting like a shader and scrolling.
I then put the magnus_scroll2 texture in a folder called sfx and put the magnus_scroll script in a file called sfx.shader.
I go ingame and the shader is working perfectly.
That is why I have so many textures and shader scripts in folders and files with the same names as those that came with the game.
I need to look into why I am not getting shaders to work when I put them in uniquely named folders and files.
Thanks for the insight guys.
Uh, well....good luck with that. :shrug:
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
Ok here is the unique version first.
Textures used coreflamemm1 and coreflamemm2 both placed in a folder in textures called magnus.
textures/magnus/coreflamemm1
{
surfaceparm nonsolid
surfaceparm nomarks
{
clampmap textures/magnus/coreflamemm1.tga
//depthWrite
//tcMod stretch sin .9 0.1 0 .1
tcmod rotate -180
rgbGen identity
}
}
textures/magnus/coreflamemm2
{
surfaceparm nonsolid
surfaceparm nomarks
{
clampmap textures/magnus/coreflamemm2.tga
//depthWrite
//tcMod stretch sin .9 0.1 0 .1
tcmod rotate 360
rgbGen identity
}
}
The one above resulted in the textures being displayed, but with no motion.
Now the version that has the same names as the Q3A folders and files.
Textures used coreflamemm1 and coreflamemm2 both placed in the folder in textures called sfx.
textures/sfx/coreflamemm1
{
surfaceparm nonsolid
surfaceparm nomarks
{
clampmap textures/sfx/coreflamemm1.tga
//depthWrite
//tcMod stretch sin .9 0.1 0 .1
tcmod rotate -180
rgbGen identity
}
}
textures/sfx/coreflamemm2
{
surfaceparm nonsolid
surfaceparm nomarks
{
clampmap textures/sfx/coreflamemm2.tga
//depthWrite
//tcMod stretch sin .9 0.1 0 .1
tcmod rotate 360
rgbGen identity
}
}
The above resulted in the textures displaying and one rotateing clockwise and the other counterclockwise.
Perhaps it is because I have all of my scripts in one .shader file.
As I understand it lets say my map is named q3mmdm1 then I just put all of my shader scripts into one notepad file named q3mmdm1.shader.
That is the correct way to do it right? Or should I create a seperate .shader file for each script?
Textures used coreflamemm1 and coreflamemm2 both placed in a folder in textures called magnus.
textures/magnus/coreflamemm1
{
surfaceparm nonsolid
surfaceparm nomarks
{
clampmap textures/magnus/coreflamemm1.tga
//depthWrite
//tcMod stretch sin .9 0.1 0 .1
tcmod rotate -180
rgbGen identity
}
}
textures/magnus/coreflamemm2
{
surfaceparm nonsolid
surfaceparm nomarks
{
clampmap textures/magnus/coreflamemm2.tga
//depthWrite
//tcMod stretch sin .9 0.1 0 .1
tcmod rotate 360
rgbGen identity
}
}
The one above resulted in the textures being displayed, but with no motion.
Now the version that has the same names as the Q3A folders and files.
Textures used coreflamemm1 and coreflamemm2 both placed in the folder in textures called sfx.
textures/sfx/coreflamemm1
{
surfaceparm nonsolid
surfaceparm nomarks
{
clampmap textures/sfx/coreflamemm1.tga
//depthWrite
//tcMod stretch sin .9 0.1 0 .1
tcmod rotate -180
rgbGen identity
}
}
textures/sfx/coreflamemm2
{
surfaceparm nonsolid
surfaceparm nomarks
{
clampmap textures/sfx/coreflamemm2.tga
//depthWrite
//tcMod stretch sin .9 0.1 0 .1
tcmod rotate 360
rgbGen identity
}
}
The above resulted in the textures displaying and one rotateing clockwise and the other counterclockwise.
Perhaps it is because I have all of my scripts in one .shader file.
As I understand it lets say my map is named q3mmdm1 then I just put all of my shader scripts into one notepad file named q3mmdm1.shader.
That is the correct way to do it right? Or should I create a seperate .shader file for each script?
Uh, well....good luck with that. :shrug:
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
that is the correct way to do it ..q3mmdm1.shader.
shader info website http://www.planethalflife.com/polycount ... manual.htm
Clampmap is the problem ??
just a guess
shader info website http://www.planethalflife.com/polycount ... manual.htm
Clampmap is the problem ??
just a guess
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