ewok mercenary Posted March 19, 2003 Share Posted March 19, 2003 Anyone??? Link to comment Share on other sites More sharing options...
Leslie Judge Posted March 19, 2003 Share Posted March 19, 2003 Hehh, yes, 1.3.6 is a developer version not a final release. You have to wait until the developers make a final, stable release. They know the problem already. Use GtkRadiant 1.2.11 with 1.2.12 update. Sorry, noone mentioned that before. Link to comment Share on other sites More sharing options...
Lil Killa Posted March 20, 2003 Share Posted March 20, 2003 does anyone know how i could go about makeing a shader? any sites u have would be usefull as i am a complete noob to anything involving shaders. Link to comment Share on other sites More sharing options...
ewok mercenary Posted March 20, 2003 Share Posted March 20, 2003 Hehh, yes, 1.3.6 is a developer version not a final release. You have to wait until the developers make a final, stable release. They know the problem already. Damn!!!! What I had done was get a mate to d\l it for me because he had broadband. Link to comment Share on other sites More sharing options...
lauser Posted March 20, 2003 Share Posted March 20, 2003 Here you go 101. This should help alot. This is the info I am using so pass it on..... http://quake3.qeradiant.com/tutorials.shtml http://quake3.qeradiant.com/q3afiles/shader03.htm Link to comment Share on other sites More sharing options...
Lil Killa Posted March 20, 2003 Share Posted March 20, 2003 rofl thats the same i site i've been ussing to gt an understanding i made the grate shader tutotial, and it works! I just need a site that will explain shader ed2 for me and tell me how to do a few other types of shaders. Link to comment Share on other sites More sharing options...
LimaK Posted March 23, 2003 Share Posted March 23, 2003 WARNING: Couldn't find image for shader textures/skies/stars WARNING: Couldn't find image for shader noshader ********************** ******* leaked ******* ********************** Writing c:/progra~1/lucasa~1/starwa~1/gamedata//base/maps/idsmansion.bsp 40 seconds elapsed C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\base\maps>C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\Tools\\sof2map -vis C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\\base/maps/idsmansion.map SoF2Map v1.0c © 2000 Raven Software Inc. ---- Vis ---- reading c:/progra~1/lucasa~1/starwa~1/gamedata//base/maps/idsmansion.bsp reading c:/progra~1/lucasa~1/starwa~1/gamedata//base/maps/idsmansion.prt LoadPortals: couldn't read c:/progra~1/lucasa~1/starwa~1/gamedata//base/maps/idsmansion.prt can anyone tell me what these error messages mean? thanks Link to comment Share on other sites More sharing options...
Lil Killa Posted March 23, 2003 Share Posted March 23, 2003 Don't wory about the two warnings but the VIS problem is being caused by the leak you have. Fix the leak and your VIS problem should go away. P.S. Leakes cause alot of problems it is best to fix a leak as soon as you see them. Hope that helps:) Link to comment Share on other sites More sharing options...
Druid Bremen Posted March 23, 2003 Share Posted March 23, 2003 Well, I have been making maps (none of them published) for several months and am currently working on a new project. Does anyone know where to get the textures for a phaorahs tomb and the sandy texture of the pyramids? Please help me... Link to comment Share on other sites More sharing options...
Leslie Judge Posted March 23, 2003 Share Posted March 23, 2003 Try here: http://www.planetquake.com/bighouse/textures.asp There is an egyptian set in the "other" category. Link to comment Share on other sites More sharing options...
Druid Bremen Posted March 27, 2003 Share Posted March 27, 2003 well... i actually meant for jk2radiant... but thanks for helping! Link to comment Share on other sites More sharing options...
Leslie Judge Posted March 27, 2003 Share Posted March 27, 2003 Where is the problem? The only difference between Q3 and JK2 textures is that Q3 shaders are in the 'scripts' folder while JK2 shaders are in the 'shaders' folder. Link to comment Share on other sites More sharing options...
Druid Bremen Posted March 27, 2003 Share Posted March 27, 2003 ok now i need some help... those egyptian stuff... so where do i put those picture files? the shaders are placed in the base/shaders right? then what about those picture files that come along in the zip file( .bmp or something, i forgot)? Edit: I have already found out what to do... thanks, leslie for pointing out that website to me! Edit: Sorry for so many edits but in radiant everything worked fine but when I ran the game everything was in the wrong texture: that white and black checker box texture... I really need help... Link to comment Share on other sites More sharing options...
Leslie Judge Posted March 27, 2003 Share Posted March 27, 2003 Did you include the shader files into shaderlist.txt before compile? Link to comment Share on other sites More sharing options...
Druid Bremen Posted March 28, 2003 Share Posted March 28, 2003 oh yeah... I forgot about that... but i'll check and see if it works! Edit: urrrgh, didnt really work... Tell me what I did wrong: I unzipped all the contents of the zip file into the base folder... Then after what you said, I edited the shader.txt file and added "egyptsoc" at the bottom of the list.(I wonder if it is case-sensitive?) Then i textured my map with the textures before saving it and "bsp full vis" it... What went wrong? Link to comment Share on other sites More sharing options...
Leslie Judge Posted March 28, 2003 Share Posted March 28, 2003 If the textures are working properly in Radiant, the only thing I can think of is that you have to either enter sv_pure 0 in the console before starting your map or pack up every custom textures into a pk3 file. Link to comment Share on other sites More sharing options...
Druid Bremen Posted March 28, 2003 Share Posted March 28, 2003 is it possible that it is caused by a leak? the sv_pure thing worked and the textures were ok but I noticed that there was a leak... Link to comment Share on other sites More sharing options...
Leslie Judge Posted March 28, 2003 Share Posted March 28, 2003 The "problem" is that the MP server in pure by default so it allows only pk3s to use. If something is in a pk3 it will work. But custom textures aren't at the first time, because easier to work with them in that way. The sv_pure 0 command makes the server unpure so it will load files from outside of the pk3s. That's why it works for you now. Link to comment Share on other sites More sharing options...
digweed Posted March 28, 2003 Share Posted March 28, 2003 Does Anyone know how to trigger Random Lightning for a map im Working on, Sound wise im sorted but i cnat seem to get a light to trigger around evey 30secs . I tired settign a wiat flag to a light, a delay flag, func_timer, etc, i dunno if im doign it in the right way and its th eone thing that is keepign the map im workign on ( FFA_Helms_Deep btw ) from owning. Thanks in Advance for anyhelp you guys can give, reagrds, Nathan ( digweed) Link to comment Share on other sites More sharing options...
Leslie Judge Posted March 29, 2003 Share Posted March 29, 2003 My only idea is to make an effect for that. Some say dynamic lighting works for MP, but people can't make it work recently. Link to comment Share on other sites More sharing options...
Druid Bremen Posted March 29, 2003 Share Posted March 29, 2003 Originally posted by Leslie Judge The "problem" is that the MP server in pure by default so it allows only pk3s to use. If something is in a pk3 it will work. But custom textures aren't at the first time, because easier to work with them in that way. The sv_pure 0 command makes the server unpure so it will load files from outside of the pk3s. That's why it works for you now. So you mean... I have to go to advanced and turn off pure server before I load the map? I think im better off without these textures... Should I use yavin textures? But... I need the textures for the mummy case itself... P.S. Im learning GtkRadiant now. Please forward me to a good recommended GTKRadiant Tutorial Site. Thank you. Link to comment Share on other sites More sharing options...
Leslie Judge Posted March 29, 2003 Share Posted March 29, 2003 I mean that in the development phase of your map you can choose. If you make new / edit custom textures relatively often, then it can be easier to not pack everything in a pk3 always but enter sv_pure 0 every time before starting your map. If you just have the textures and don't modify them, then you can make a pk3 with them so you don't have to enter that command every time. GtkRadiant is not much different from JK2Radiant. But you can find it's manual in the Program files\GtkRadiant\Q3Rad_Manual directory. Besides any other JK2Radiant Tutorial (like Rich's tutorial) will be good. Link to comment Share on other sites More sharing options...
Druid Bremen Posted March 30, 2003 Share Posted March 30, 2003 Thanks for clarifying that! :) Link to comment Share on other sites More sharing options...
LimaK Posted March 30, 2003 Share Posted March 30, 2003 hi. i have come across a major error when compiling my maps. when i load the map and play on it, brushes will sporadically disappear and reappear. im getting the hall of mirrors effect on the sky texture but only at some angles. lighting works fine though and i know there are no leaks but it makes my map unplayable. I have tried recompiling with new brushes and textures but it always looks the same when i compile even though i rearranged things. is my file corrupted perhaps? i tried compiling under new file name, still doesnt work. i remember the only changes i made before the error ocurred was that i added a few glass windows. Link to comment Share on other sites More sharing options...
Druid Bremen Posted March 31, 2003 Share Posted March 31, 2003 Originally posted by LimaK hi. i have come across a major error when compiling my maps. when i load the map and play on it, brushes will sporadically disappear and reappear. im getting the hall of mirrors effect on the sky texture but only at some angles. lighting works fine though and i know there are no leaks but it makes my map unplayable. I have tried recompiling with new brushes and textures but it always looks the same when i compile even though i rearranged things. is my file corrupted perhaps? i tried compiling under new file name, still doesnt work. i remember the only changes i made before the error ocurred was that i added a few glass windows. hmmm... try removing those glass windows... what exactly did you do before the error? Anyway... I have a set of panels. How do you make the panels have a 50/100 percent chanch of collapsing when someone walks on them? Also, you know the Death Star map? There is a huge laser where if you trigger it, will kill anyone near it. Which efx is it and how do I do it? Link to comment Share on other sites More sharing options...
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