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Vegeto#1

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ok, i need help with my textures, they repeat too much, like they look gay ingame, while useing GTK they look fine, i use the surface inspecter, and set it to what i want, but no matter what i do it looks gay ingame, please anyone who may know any solutions to my problem please post. BTW: the surface inspecter worked before, but now it will not cooperate

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God love the mature language people use these days...

 

This usually happens when the compiler can't find the textures as it compiles so it doesn't know how to scale them. Post your compile log after hitting BSP only compile from the BSP menu (your log will be in that window at the very bottom of GTK).

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Sorry about my language, i was angry that it wouldnt work, but here is my log book, the whole log of the last bsp

 

 

=== running BSP command ===

"D:/Program Files/GtkRadiant-1.4/q3map2" -v -connect 127.0.0.1:39000 -game ja -fs_basepath "D:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/" -meta "D:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/UA2.map"

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Q3Map - v1.0r © 1999 Id Software Inc.

Q3Map (ydnar) - v2.5.11

GtkRadiant - v1.4.0 Dec 21 2003 20:42:58

A well-oiled toaster oven

--- InitPaths ---

VFS Init: D:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy//base/

 

--- BSP ---

Creating meta surfaces from brush faces

0 shaderInfo

--- LoadMapFile ---

Loading D:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/UA2.map

entering D:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/UA2.map

WARNING: Couldn't find image for shader textures/yavin/temple_basicwall3

WARNING: Couldn't find image for shader textures/yavin/warroom_floor

WARNING: Couldn't find image for shader textures/yavin/streakshale

WARNING: Couldn't find image for shader textures/yavin/stonepanel05

WARNING: Couldn't find image for shader textures/yavin/door_stone01

22 total world brushes

0 detail brushes

0 patches

0 boxbevels

0 edgebevels

3 entities

46 planes

0 areaportals

Size: -280, -320, 0 to 448, 192, 448

--- ProcessDecals ---

0 decal projectors

--- CreateMapFogs ---

0 fogs

############### model 0 ###############

block size = { 1024 1024 1024 }

BSP bounds: { -280.000000 -320.000000 0.000000 } { 448.000000 192.000000 448.000000 }

Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }

--- PatchMapDrawSurfs ---

--- FaceBSP ---

132 faces

99 leafs

--- MakeTreePortals ---

0 tiny portals

0 bad portals

--- FilterStructuralBrushesIntoTree ---

22 structural brushes

38 cluster references

--- FloodEntities ---

Entity 2, Brush 0: Entity leaked

64 flooded leafs

entity reached from outside -- no filling

--- LeakFile ---

4 point linefile

MAP LEAKED

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i do, but no matter what i do its always leaked, i go to the Q3 debug window and click on whats leaked and delete it, (almost always being my spawn point or a light) and it still says leak but wont show where it is after i delete the spawn point

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if your 'leaked' entity isnt outside your bounding box, you have a hole in the 'hull' of your map, follow your red pointfile to find it.

 

if you map is leaking, it probably isnt updating your .bsp, which is why you wont see the textures as any different in-game.

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Thats right, I forgot GTK stops compilation if it finds a leak! I use a different program to compile (Q3MAP2TOOLZ)

 

Do this:

 

In GTK, unselect any brush or entity, press 'P' to load the preferences screen, then click BSP monitoring (on the left side, with the other options..) then UNCHECK 'stop compilation on leak'

 

That should be checked by default, but, now that its unchecked, it wont stop compiling even if it finds a leak, that means it should finish the BSP stage, but you will get an error in the VIS stage if the map is leaked, but it is still playable. (VIS can help FPS and stuff like that)

 

Even with this option, you should still try your best to find the leak, because the map is just better without it.

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ok, i did what both you guys said, i got rid of the leaks, and made it finish compling AND....it didnt work :( i dunno if its MY gtk, but it started just recently, thanks for the help, or you could post if u know how to fix it

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Post a screenshot.

You realise that it wont ALWAYS look like it does in Radiant, because the game has light, but Radiant is on.. full bright I guess.. so the textures appear differently. If you apply different color lights, or certain color values to the worldspawn, it could also dramatically change the way a texture looks, but it wont change how it looks in Radiant.... only in game. Perhaps thats you problem.

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Could this be the problem?

 

WARNING: Couldn't find image for shader textures/yavin/temple_basicwall3

WARNING: Couldn't find image for shader textures/yavin/warroom_floor

WARNING: Couldn't find image for shader textures/yavin/streakshale

WARNING: Couldn't find image for shader textures/yavin/stonepanel05

WARNING: Couldn't find image for shader textures/yavin/door_stone01

 

Try making sure that these exist and if not extract them from one of the assests.pk3 files. Just try and get rid of as many compile time error messages as possible and see what happens.

 

When you close Radiant down and go back to it later are your textures still displayed correctly in Radiant? If not, then either Radiant or yourself is failing to save the map properly.

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@ Codja X: No, that's harmless ;) That's in every map, try it and you'll see :)

 

@ Tempestfury: Upload it on a webspace (There are many free webspace hosts)

And yes, a caulk-box is a box surround your map with the texture "system/caulk" but do that only for test! And for finaly version of your map, repair it real, because of the fps...

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