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Custom textures crash Radiant

Posted: Sat Jan 20, 2007 12:24 am
by NaotoKhan
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.

Posted: Sat Jan 20, 2007 12:45 am
by PKM
post shader.

Posted: Sat Jan 20, 2007 2:32 am
by NaotoKhan
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:

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
	}
}
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.

Posted: Mon Feb 12, 2007 2:25 pm
by JUDGE
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
}
}

Posted: Mon Feb 12, 2007 11:10 pm
by NaotoKhan
Actually I already found the problem, and that wasn't it, but thanks anyway :wink:

Posted: Mon Feb 12, 2007 11:31 pm
by wacko
So, what made ur radiant crash?

Posted: Tue Feb 13, 2007 12:03 am
by NaotoKhan
wacko wrote:So, what made ur radiant crash?
I had other textures in the folder (ww1) that were not mentioned in the shader file. Apparently Radiant loads all the textures at once, and if it can't find a shader for one it crashes.

Posted: Tue Feb 13, 2007 7:37 am
by wacko
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 :oops:

Posted: Tue Feb 13, 2007 11:28 am
by ViPER
Ive seen pics to large crash radiant

Posted: Wed Feb 14, 2007 3:53 am
by NaotoKhan
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 :oops:
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.

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.