Arkon11 Posted January 27, 2004 Share Posted January 27, 2004 HI, I new to this forum, thought I test out how helpfull you all are I made some real nice terrain in EasyGen. I got it into radiant, but when I try to compile I get an error. -radaint could read ****.pcx How can I fix this, it's for "the next big thing" Link to comment Share on other sites More sharing options...
Torchy Posted January 28, 2004 Share Posted January 28, 2004 make sure u have exported your alphamap (pcx file) and check the path is correct in the terrain entity Link to comment Share on other sites More sharing options...
Arkon11 Posted January 28, 2004 Author Share Posted January 28, 2004 Ok, where does the .pcx go, in my base? Also, where do I put the textures, my terrain is all textured in EasyGen, but when it's in radiant, I get a "Shader Image Missing". Thanks for your help, lets hope you can help me out again Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted January 28, 2004 Share Posted January 28, 2004 the shader missing part is supposed to be there. So dont worry about that. The pcx should be in the base directory i think Link to comment Share on other sites More sharing options...
rgoer Posted January 28, 2004 Share Posted January 28, 2004 The "shader not found" thing doesn't hurt your shader, but it is a bug that will affect radiosity (q3map2 -bounce) if you don't fix it. q3map2 uses the editor/lightimage to determine what color of light to bounce, and EasyGen doesn't assign editor/lightimages to terrain blend shaders in the default templates. Unzip these templates to your EasyGen templates directory, and then start using the "wolf et" template when you export your terrain entity. These are much improved templates I made for Wolfenstein - Enemy Territory, but they work for any q3 engine game. You'll need to go into the terrain shader exported by EasyGen afterward and comment out all the "surfaceparm landmine" and "surfaceparm grasssteps" lines in the shaders (ctrl+h "find/replace" in notepad works wonders for this), and you'll also have to go down to the bottom of the shader and cut the baseshader definition from the end of the file to be pasted in at the very beginning... this is a bug in EasyGen that I've tried to get Franceso to fix, but he's a very busy guy. The important thing is: the baseshader needs to be the first shader in the file, not the last. Use those templates, you'll get much better results. Link to comment Share on other sites More sharing options...
rgoer Posted January 28, 2004 Share Posted January 28, 2004 And the pcx file can be wherever the hell you want it to be, just make sure you put the correct path into the "alphamap" key in your terrain entity. "alphamap" "alphamap.pcx" = alphamap is located at base/alphamap.pcx ... "alphamap" "path/to/alphamap.pcx" = alphamap is located at base/path/to/alphamap.pcx ... get it? Link to comment Share on other sites More sharing options...
Arkon11 Posted January 28, 2004 Author Share Posted January 28, 2004 Yeah, I got the .pcx error to go away, but when I got the terrain in-game they were not textured. I guess that explains the "Shader Image Not Found" . So how exactly would I fix that. Link to comment Share on other sites More sharing options...
Torchy Posted January 28, 2004 Share Posted January 28, 2004 invisble? or just black and white squares?? Link to comment Share on other sites More sharing options...
rgoer Posted January 28, 2004 Share Posted January 28, 2004 Are you using the new templates? Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.