Missing Textures while playing

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GaTeCRaSHeR
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Missing Textures while playing

Post by GaTeCRaSHeR »

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
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wacko
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Post by wacko »

I have neither a texture folder TAnatural nor a texture m3|3grass_shed. What game are u mapping for? Spearhead? But why not just try a different texture?
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Post by GaTeCRaSHeR »

Just mohAA ,

I was texturing the walls for sky,
so i type "Sky" left in the connor
to see the sky textures

i also did the same with "grass" and choose the first picture i saw
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wacko
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Post by wacko »

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 :wink:
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Post by panTera »

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.
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k47a
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Post by k47a »

I have the same problem sometimes (btw I don't have SH mappin stuff installed...). It is there in the rad but not in the game (it's just one side of a wall which is missing and other small textures). How can I change that?
Btw, can I combine two textures? Like: have two different styles of sky?
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Post by lizardkid »

doesnt matter if you have the SH editor installed, just if you have SH or BT installed. so you'll need to go through your map with an AA-only editor/game to find out, because it can be a bit difficult to determine the diff ;)
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Post by k47a »

So maybe I should uninstall it...
Btw, I found out why some textures were missing: I just forgot to texture some brushes :oops: After doing so, it all worked fine. :D
Now what about combining textures? :?: :?: :?:
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Post by wacko »

IVAN saurochel wrote:Now what about combining textures? :?: :?: :?:
Could u explain more precisely what u're planning to do? Two skies? Like one in the South and one in the North?
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Post by k47a »

Well, let's say, I wanna make a morning (yeah, great English, I know). Could I have like a sunny sky in the East and still night in the west? With a smooth, err, change from one to the other...
I'm not sure whether this explanation makes things clear... :D
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Post by wacko »

You would have to make a custom sky, i.e. the 6 custom textures used for it and a shader. If u had both skies (the sunny and the dark) u could do the transition easily in Photoshop or whatever.
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Post by k47a »

Geez, I don't get anything :lol:
I HEARD about custom textures, but sure, as noob, don't know how to do that... :D
Err, what's a shader, btw?

PS: How can I put the two skies in the Photoshop?
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wacko
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Post by wacko »

ok, then. :wink:

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 -
}
U 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.
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k47a
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Post by k47a »

Hey thanks a lot, Wacko!
Alright, I put the sky stuff in the Photoshop. What now? How can I change i'll have a smooth texture from night to day? Can I just change the original texture or do I have to make several of them?
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Post by wacko »

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.
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