Players see errors i don't

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Faceball
Colour Sergeant
Posts: 83
Joined: Mon Dec 09, 2002 9:32 am

Players see errors i don't

Post by Faceball »

Just curious as to why some players will see error on my map that i don't

For example a texture i used for some towers and windows.

I see absolutely no error, but other players( not all players) say they can see the texture on the towers switch to neon colors, and yellow squares where the windows are.

Again, i have climbed the towers and seen no neon...and i can walk through and break all windows without error.

Is this wierd? :?
Angex
Major
Posts: 293
Joined: Mon Dec 30, 2002 1:23 pm
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Post by Angex »

That means that the texture is missing on their system. Is it a sh map, which they're trying to play on mohaa. It might also be a custom texture that got corrupted when they d/l your map.
6thDLI-Quantum
Corporal
Posts: 44
Joined: Tue Jan 14, 2003 6:08 pm

Post by 6thDLI-Quantum »

When you distribute your map, you need to include the custom texture in your pk3 file.

To do this you need to make a folder in PakScape called textures and another folder inside that called [for instance] custom. Place your custom .tga file in there.

Next you will need to create a <your map name>.shader file, and this goes inside your scripts folder in PakScape. You must include this string


textures/custom/
<name of your texture without the extension i.e. custom_image>
{
qer_keyword wood
qer_keyword signs
surfaceparm wood
{
map textures/custom/
<name of your texture with the extension i.e. custom_image.tga>

depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}



The qer_keyword can be found by opening the Pak0.pk3 file [just use winzip, change the .pk3 to .zip] and look in the scripts folder for a file called algiers.shader. This is where I found this list of qer_keywords.
[6th-DLI]Quantum

In the land of the blind, the one-eyed man is King.
Faceball
Colour Sergeant
Posts: 83
Joined: Mon Dec 09, 2002 9:32 am

Post by Faceball »

Thx for the tips....But i only used textures that were in radiant for use in AA maps. Didn't make any on my own.
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wacko
Field Marshal
Posts: 2085
Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

Post by wacko »

Maybe there are some out of other custom pk3-files in your main-folder you once downloaded?
You do not have to have made them yourself, but having custom pk3 in your main folder means that their textures are available in MOHR.
Faceball
Colour Sergeant
Posts: 83
Joined: Mon Dec 09, 2002 9:32 am

Post by Faceball »

Cool, another thing learned. Thx for the tips
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wacko
Field Marshal
Posts: 2085
Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

Post by wacko »

U should keep this in mind when you're planning to release a map and find out you'll have to 'borrow' textures from others. Or when building a map and after some time delete a custom pk3 of a previously downloaded map you don't want to play anymore. Oops, suddenly some of the used textures are missing and you have no idea, where they were before :shock:

Try keeping your main folder free of custom pk3's while mapping, to avoid this or atleast keep an eye on the names of the texture-folders in MOHR you're using.
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