Some of you may have seen this same post over at TMT, this is something that I'm trying to figure out ASAP but I've not had any luck finding this error described anywhere.
What happens is I've made some custom textures (for in-game wall posters), and followed all the guidelines and used the right shader format and pk3 structure and everything, but whenever I go to load the texture group Radiant just crashes. No error message, there might be something in the console but there's no time to read it because the program just shuts down immediately. Any ideas?
With my luck it's probably some stupid little thing, but I sure can't find it. Furthermore, I have already made a custom skybox texture that works just fine, so this is not my first custom texture to put in Radiant. There's just something quirky about this one.
Custom textures crash Radiant
Moderator: Moderators
Thought about that, but I've tried all kinds of different shader formats, and in fact the most recent one I took out all but one texture from the shader, just to see if I could get even one working. We had talked before PKM about your posters in Red Christmas, so I even took your shader from that and tried using that as a template, but I got the same problem. At any rate here is the last shader I tried:
It's an Air Force poster; right now the file is a tga, I've tried it with the file as a jpg too, doesn't make any difference. And I have quadruple checked all folder paths etc.
Code: Select all
textures/ww1/airforce
{
qer_keyword wall
surfaceparm wood
{
map textures/ww1/airforce.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}i see the problem
yours:-
textures/ww1/airforce
{
qer_keyword wall
surfaceparm wood
{
map textures/ww1/airforce.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
this is how i set my script shader files out
textures/ww1/airforce
{
surfaceparm wood
nopicmip
{ map textures/ww1/airforce.tga
rgbGen identity
depthWrite
}
{ map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
depthFunc equal
}
}
yours:-
textures/ww1/airforce
{
qer_keyword wall
surfaceparm wood
{
map textures/ww1/airforce.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
this is how i set my script shader files out
textures/ww1/airforce
{
surfaceparm wood
nopicmip
{ map textures/ww1/airforce.tga
rgbGen identity
depthWrite
}
{ map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
depthFunc equal
}
}

Errr, no. This can't be it.
Textures don't have to have a shader to be loaded in radiant. Then their name is shown in black instead of blue, if "Non-shader images" is checked in the preferences.
E.g. in Photoshop, there's the possibility to save an image to jpg with an option "progressive". And this does crash ur radiant. Quite useful for web-jpgs, but here it must be unchecked. Sry to remember only now
Textures don't have to have a shader to be loaded in radiant. Then their name is shown in black instead of blue, if "Non-shader images" is checked in the preferences.
E.g. in Photoshop, there's the possibility to save an image to jpg with an option "progressive". And this does crash ur radiant. Quite useful for web-jpgs, but here it must be unchecked. Sry to remember only now
Last edited by wacko on Tue Feb 13, 2007 9:16 pm, edited 1 time in total.
I took frame screenshots of the Radiant console as it crashed (it went really fast) and I realized the first texture it tried to load was one that was not in the shader, and it was at that point it crashed.wacko wrote:Errr, no. This can't be it.![]()
Textures don't have to have a shader to be loaded in radiant. Then their name is shown in black instead of blue, if "Non-shader images" is checked in the preferences.
E.g. in Photoshop, there's the possibility to save an image to jpg with an option "progressive". And this does crash ur radiant. Quite useful for web-jpgs, but here it must be unchecked. Sry to remember only now
What other conclusion could be reached? As soon as I added a shader entry for that texture and all others in the folder, Radiant loaded the texture group with no problems. I don't see what else it could be.
Also I use PSP not Photoshop, but I don't know anything about progressive jpg's. At any rate I was using tga's not jpegs.


