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need help in textures
Posted: Wed Jan 21, 2004 10:57 am
by GANGSTER47
need help agine
i load two textures and i tray to load mor but i can't
this what it's wrait:
Loading shader my_custom/boared1 - all.shader...failed!
Loading shader my_custom/israel - all.shader...done.
Loading shader my_custom/baby - all.shader...done.
Loading texture my_custom/...failed!
Loading texture my_custom/....failed!
Loading shader my_custom/baby - all.shader...done.
Loading texture my_custom/board1...LoadTGA: Only type 2 and 10 targa RGB images supported
failed!
Loading shader my_custom/israel - all.shader...done.
Loading shader my_custom/time - all.shader...LoadTGA: Only type 2 and 10 targa RGB images supported
failed!
Posted: Wed Jan 21, 2004 2:57 pm
by wacko
great, thnx for a question that can be answered
what is the difference between e.g. boared1 and israel? both tga or jpg or different?
'board1' and 'time': u might have saved them as 16bit targa files. try 32bit.
next thing we need is the content of all.shader!
Posted: Wed Jan 21, 2004 7:04 pm
by GANGSTER47
O.k now all warks tnx for the help man.
but now i need mor help in the map
this is in the map editor:
and this is in the game:

Posted: Wed Jan 21, 2004 9:43 pm
by wacko

wooops, didn't ur teacher say, no grenades in the classroom?!
okay, maybe now u should show us the all.shader
Posted: Wed Jan 21, 2004 10:16 pm
by crunch
Make sure that in the shader, if you saved the image as a .tga, then your
map/textures/my_custom line in your shader should read:
map/textures/my_custom/board1.tga
And if you used .jpg format, it should read:
map/textures/my_custom/board1.jpg
Since the image is showing up in the editor, I think certainly it is a shader issue, and not an image issue.
Oh....and Wacko is right....we would most likely cure this problem if we saw the all.shader.
One more thing that just popped into my head....
I noticed that in the 3D view, there is writing there on the board that is not present on the image in the texture window.
Which prompts me to ask:
Where EXACTLY are those board brushes in relation to each other and the wall? This could be a z-fighting no rad-bounce nightmare.
Posted: Wed Jan 21, 2004 11:13 pm
by wacko
crunch wrote:...
And if you used .jpg format, it should read:
map/textures/my_custom/board1.jpg

in the shader i always use extension tga even for image.jpg kinda files!
Posted: Wed Jan 21, 2004 11:46 pm
by crunch
Wacko wrote:

in the shader i always use extension tga even for image.jpg kinda files!
Hmmm.. I responded to this out of memory.
I think in my shaders I use the actual .jpg or .tga, and for the loading screens I use .tga regardless of the filetype.
But if it works either way for a shader, changing it will not help.

Posted: Wed Jan 21, 2004 11:51 pm
by wacko
crunch wrote:But if it works either way ...
isn't it even so, that .jpg does NOT work, regardless of the image format?
Posted: Thu Jan 22, 2004 12:05 am
by crunch
I just did a bit of research in my files.
This is a shader that I have for a tex that I made. The image is a .jpg:
textures/vcsp/vcsp_barndoor2
{
qer_keyword wood
qer_keyword wall
surfaceparm wood
{
map textures/vcsp/vcsp_barndoor2.jpg
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
I called the image using the .jpg file extension in the shader, and there are no problems with it.
Which leads me to believe that you CAN call the image in your texture.shader with .jpg, but in a loading screen.shader, it would only respond to .tga, regardless of the image type.
Posted: Thu Jan 22, 2004 8:18 am
by wacko
i'm happy to have written 'i think...', because now i don't think so anymore
You're right. Extension jpg is working. So I probably did my experiments with/for a loading screen and took it as a general rule...
Posted: Thu Jan 22, 2004 1:08 pm
by GANGSTER47
this is the all.shader file:
textures/my_custom/baby
{
qer_editorimage textures/my_custom/baby.tga
qer_keyword wood
qer_keyword wall
surfaceparm wood
{
map textures/my_custom/baby.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
textures/my_custom/israel
{
qer_editorimage textures/my_custom/israel.tga
qer_keyword wood
qer_keyword wall
surfaceparm carpet
{
map textures/my_custom/israel.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
textures/my_custom/boared
{
qer_editorimage textures/my_custom/boared.tga
qer_keyword wood
qer_keyword wall
surfaceparm wood
{
map textures/my_custom/boared.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
textures/my_custom/time
{
qer_editorimage textures/my_custom/time.tga
qer_keyword wood
qer_keyword wall
surfaceparm carpet
{
map textures/my_custom/time.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
textures/my_custom/pass
{
qer_editorimage textures/my_custom/pass.tga
qer_keyword wood
qer_keyword wall
surfaceparm wood
{
map textures/my_custom/pass.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
textures/my_custom/board1
{
qer_editorimage textures/my_custom/board1.tga
qer_keyword wood
qer_keyword wall
surfaceparm wood
{
map textures/my_custom/board1.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
and if u see i add anther texture and it work fine
Re: need help in textures
Posted: Thu Jan 22, 2004 7:09 pm
by wacko
okay. your error messages (and my comments)
Loading shader my_custom/boared1 - all.shader...failed!
there's no boared1 in the shader...
Loading shader my_custom/israel - all.shader...done.
fine...
Loading shader my_custom/baby - all.shader...done.
fine...
Loading texture my_custom/...failed!
something wrong in the map file...
Loading texture my_custom/....failed!
again...
Loading shader my_custom/baby - all.shader...done.
fine...
Loading texture my_custom/board1...LoadTGA: Only type 2 and 10 targa RGB images supported failed!
solved some posts ago?!
Loading shader my_custom/israel - all.shader...done.
fine...
Loading shader my_custom/time - all.shader...LoadTGA: Only type 2 and 10 targa RGB images supported failed!
solved some posts ago?!
the last problem (with board1) should be solved by converting the board1.tga into a jpg, because the only thing i can imaging this error would be something wrong with the alphachannel
