Missing Textures while playing
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GaTeCRaSHeR
- Lance Corporal
- Posts: 14
- Joined: Wed Mar 23, 2005 4:23 pm
- Location: The Netherlands, Wijchen
- Contact:
Missing Textures while playing
Hi there,
I am a leak with MOHAATOOLS and i was started to created a very large box as main placed into it a smaller box i maked some spawnpoint and lights, That al works fine,
I set a wall texture Algies to the wall of the box and texuterd the wall the must by the sky to sky,
But the floor is a problem i maked TAnatural/m3l3grass_shed
and in the 3d view i see te grass but after long compiling the map , the texture on the floor is gone ,
Can any one help me?
Thanks , Gate
I am a leak with MOHAATOOLS and i was started to created a very large box as main placed into it a smaller box i maked some spawnpoint and lights, That al works fine,
I set a wall texture Algies to the wall of the box and texuterd the wall the must by the sky to sky,
But the floor is a problem i maked TAnatural/m3l3grass_shed
and in the 3d view i see te grass but after long compiling the map , the texture on the floor is gone ,
Can any one help me?
Thanks , Gate
GaTeCRaSHeR, NL
Mohaa mapping is the best thing to do , when you're in love with mohaa
:D:D
Mohaa mapping is the best thing to do , when you're in love with mohaa
-
GaTeCRaSHeR
- Lance Corporal
- Posts: 14
- Joined: Wed Mar 23, 2005 4:23 pm
- Location: The Netherlands, Wijchen
- Contact:
A grass like texture I get this way is wilderness/m3l3grass_1.
A texture TAnature/m3l3grass_shed is not to be found, so u might have a custom pk3 in ur main directory. This is always a bad idea while mapping because u might use textures from that (like this time maybe) which would be missing as soon as u don't have the pk3.
The only pk3 files u should have in ur main dir are the Pak0-Pak5.pk3 and entdefs.pk3 (additionally maybe the pk3 of the map ur doing atm)
Also, be sure to have UNchecked "Show NON-shader images" in the preferences. These images don't have a shader and can cause trouble.
As the texture u tried to use is missing here, I can't tell u why it's not working the way u like, so use a different one
A texture TAnature/m3l3grass_shed is not to be found, so u might have a custom pk3 in ur main directory. This is always a bad idea while mapping because u might use textures from that (like this time maybe) which would be missing as soon as u don't have the pk3.
The only pk3 files u should have in ur main dir are the Pak0-Pak5.pk3 and entdefs.pk3 (additionally maybe the pk3 of the map ur doing atm)
Also, be sure to have UNchecked "Show NON-shader images" in the preferences. These images don't have a shader and can cause trouble.
As the texture u tried to use is missing here, I can't tell u why it's not working the way u like, so use a different one
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panTera
- Brigadier General
- Posts: 573
- Joined: Wed Jan 29, 2003 11:46 pm
- Location: The Netherlands
- Contact:
TAnature/m3l3grass_shed is a spearhead texture (as are all 'TA' textures) so you must have spearhead installed or have a custom pk3 that uses sh-textures. If you're making a map for mohaa, it's best to rename the 'mainta' folder and/or remove custom pk3's before starting radiant. That way the spearhead textures won't be loaded in the texture list.
ok, then.
In Photoshop, you can open the images used for the skies and make new ones. The images for the stock skies are in pak2.pk3 in folder 'env'.
The images shown in radiant are in pak2.pk3/textures/skies, but we won't need that editorimage for our custom sky.
For each sky, there are 6 images. Their names are skyname + underscore + position + extension, e.g. afnight_bk.jpg (back), afnight_dn.jpg (down), afnight_ft.jpg (front), afnight_lf.jpg (left), afnight_rt.jpg (right) and afnight_up.jpg (up).
Once u have ur six new sky images and have put them into a folder mohaa/main/textures/myfolder, you will need a new shader file to use them.
This shader tells the engine what to do with those images.
Open pak0.pk3. Inside, u'll find in folder 'scripts' all the shader files. One of them, sky.shader, has all the shaders for the skies.
U will have to make a new one looking almost like these, but of course using ur new images.
So, if u had named your new sky images mysky_??.jpg, u'd need a shader likeU will write these lines in a new text file, and save it as mohaa/main/scripts/myfolder.shader.
Now, you can in Radiant select that sky texture (in myfolder) and apply it to ur skybox.
In Photoshop, you can open the images used for the skies and make new ones. The images for the stock skies are in pak2.pk3 in folder 'env'.
The images shown in radiant are in pak2.pk3/textures/skies, but we won't need that editorimage for our custom sky.
For each sky, there are 6 images. Their names are skyname + underscore + position + extension, e.g. afnight_bk.jpg (back), afnight_dn.jpg (down), afnight_ft.jpg (front), afnight_lf.jpg (left), afnight_rt.jpg (right) and afnight_up.jpg (up).
Once u have ur six new sky images and have put them into a folder mohaa/main/textures/myfolder, you will need a new shader file to use them.
This shader tells the engine what to do with those images.
Open pak0.pk3. Inside, u'll find in folder 'scripts' all the shader files. One of them, sky.shader, has all the shaders for the skies.
U will have to make a new one looking almost like these, but of course using ur new images.
So, if u had named your new sky images mysky_??.jpg, u'd need a shader like
Code: Select all
textures/myfolder/mysky
{
qer_editorimage textures/myfolder/mysky_bk.tga //that's why we don't need an extra editorimage
surfaceparm nolightmap
surfaceparm noimpact
surfaceparm sky
skyParms textures/myfolder/mysky 512 -
}Now, you can in Radiant select that sky texture (in myfolder) and apply it to ur skybox.
For a transition u'd have to make 4 new images and use 2 of the old ones like:
mysky_ft -> skyA_ft (keep the old one)
mysky_bk -> skyB_bk (keep the old one)
mysky_lf -> fading from skyA_lf to skyB_lf
mysky_rt -> fading from skyA_rt to skyB_rt
mysky_up -> fading from skyA_up to skyB_up
mysky_dn -> fading from skyA_dn to skyB_dn (if it was visible at all)
For the fading, e.g load the skyA_lf image and the skyB_lf image in one document each on a seperate layer and with a gradient selection delete one half of the upper layer. Now u have a transition from skyA to skyB. Save this as mysky_lf.jpg.
mysky_ft -> skyA_ft (keep the old one)
mysky_bk -> skyB_bk (keep the old one)
mysky_lf -> fading from skyA_lf to skyB_lf
mysky_rt -> fading from skyA_rt to skyB_rt
mysky_up -> fading from skyA_up to skyB_up
mysky_dn -> fading from skyA_dn to skyB_dn (if it was visible at all)
For the fading, e.g load the skyA_lf image and the skyB_lf image in one document each on a seperate layer and with a gradient selection delete one half of the upper layer. Now u have a transition from skyA to skyB. Save this as mysky_lf.jpg.
