textures problem with scr !!!

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Casquebleu
Lance Corporal
Posts: 24
Joined: Sun Dec 22, 2002 9:54 am
Location: France

textures problem with scr !!!

Post by Casquebleu »

Hi,

I got a serious problem with a big map !!! In fact, i ve no problem with it until a put a scr file !!! Some textures change on modeles

With my scr :

Image

without it :

Image

My corrona have the same pb, i got a grass texture !!!

I've only 1 pk3 for this map in the main directory, that's all !!!

This is my scr file :

main:

level waittill prespawn

exec global/DMprecache.scr

level.script = maps/obj/zenfant.scr
exec global/ambient.scr obj_team5

setcvar "g_obj_alliedtext1" ""
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"

//descendre les brushs
$trap_door movedown 53
$trap_door move
$trap_door1a movedown 30
$trap_door1a move
$trap_door1b movedown 30
$trap_door1b move
$trap_door2a movedown 30
$trap_door2a move
$trap_door2b movedown 30
$trap_door2b move

//d?clencheur de trappes
thread trap_door_mover
thread trap_door1_mover
thread trap_door2_mover


level waittill spawn

end

//-------------//
//trappe simple//
//-------------//

trap_door_mover:

$trap_door_trigger waittill trigger
$trap_door time 2
//$trap_door playsound ("door_metal_open_move" + (randomint(1) + 3))
$trap_door rotateXup 90
$trap_door waitmove
//$trap_door playsound door_metal_open_stop
wait 2
//$trap_door playsound ("door_metal_close_move" + (randomint(1) + 3))
$trap_door rotateXdown 90
$trap_door waitmove
//$trap_door playsound ("door_metal_close_stop" + (randomint(3) + 1))

goto trap_door_mover

end

//-----------------//
//trappes 1 doubles//
//-----------------//

trap_door1_mover:

$trap_door1_trigger waittill trigger
$trap_door1a time 2
$trap_door1b time 2
//$trap_door1a playsound ("door_metal_open_move" + (randomint(1) + 3))
$trap_door1a rotateXup 90
$trap_door1b rotateXup -90
$trap_door1a move
$trap_door1b waitmove
//$trap_door1a playsound door_metal_open_stop
wait 2
//$trap_door1a playsound ("door_metal_close_move" + (randomint(1) + 3))
$trap_door1a rotateXdown 90
$trap_door1b rotateXdown -90
$trap_door1a move
$trap_door1b waitmove
//$trap_door1a playsound ("door_metal_close_stop" + (randomint(3) + 1))

goto trap_door1_mover

end

//-----------------//
//trappes 2 doubles//
//-----------------//

trap_door2_mover:

$trap_door2_trigger waittill trigger
$trap_door2a time 2
$trap_door2b time 2
//$trap_door2a playsound ("door_metal_open_move" + (randomint(1) + 3))
$trap_door2a rotateXup 90
$trap_door2b rotateXup -90
$trap_door2a move
$trap_door2b waitmove
//$trap_door2a playsound door_metal_open_stop
wait 2
//$trap_door2a playsound ("door_metal_close_move" + (randomint(1) + 3))
$trap_door2a rotateXdown 90
$trap_door2b rotateXdown -90
$trap_door2a move
$trap_door2b waitmove
//$trap_door2a playsound ("door_metal_close_stop" + (randomint(3) + 1))

goto trap_door2_mover

end

Any ideas :cry:
Caskou, Mappeur Fou
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

secvar

Post by tltrude »

All of this should be before "level waittill prespawn", or removed.

setcvar "g_obj_alliedtext1" ""
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"

I don't see how that could cause the problem, though. It may be your worldspawn settings in the map. You are losing the alpha textures.
Tom Trude,

Image
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