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texture problem

Posted: Fri Apr 25, 2008 12:50 am
by knifepoint
ok i have a custom texture in with a map ive made, but in the game and in rad now the walls are bright white and you cant see through them. the texture is just plain glass without any frames or anything, i have glas.shader in a scripts folder, and glas.fcm glas.tga glas_rad.tga green_glas.tga green_glas_rad.tga all in textures/glass folder. it just looks like mohaa and rad arent reading them, also the pk3 is in main. any idea why its not being read?

ps i can send the map to anyone who wants to see it

Posted: Fri Apr 25, 2008 1:48 am
by 211476
Did you apply the Alpha masks correctly on the glass TGAs?

Posted: Fri Apr 25, 2008 2:08 am
by PKM
never hurts to post the shader (using quotes) either .

Posted: Fri Apr 25, 2008 2:29 am
by knifepoint
i havent done anything with the tga's, i downloaded the texture ages ago and made the map, before i formatted my hdd. it all looked good then, but now everything is just white on mohaa. i had a look at it on rad and its the same.
textures/glas/glas
{
qer_editorimage textures/glas/glas_rad.tga
qer_keyword window
qer_keyword glass
qer_trans .4
surfaceparm glass
{
map textures/mohcommon/envnormndy_day.tga
tcgen environment
alphagen const .2
blendFunc blend
}
{
map textures/glas/glas.tga
depthWrite
alphaFunc GE128
nextbundle
map $lightmap
}
}
textures/glas/green_glas
{
qer_editorimage textures/glas/green_glas_rad.tga
qer_keyword window
qer_keyword glass
qer_trans .6
surfaceparm glass
{
map textures/mohcommon/envnormndy_day.tga
tcgen environment
alphagen const .2
blendFunc blend
}
{
map textures/glas/green_glas.tga
depthWrite
alphaFunc GE128
nextbundle
map $lightmap
}
}

Posted: Fri Apr 25, 2008 4:20 am
by 211476
have glas.shader in a scripts folder, and glas.fcm glas.tga glas_rad.tga green_glas.tga green_glas_rad.tga all in textures/glass folder
It could be that you misspelled glass in the shader and in the PK3 it is spelled correctly. Just post the PK3 and let us examine it, or take a screenshot of whats inside of the PK3

Posted: Sat Apr 26, 2008 3:32 pm
by knifepoint
glass.pk3

btw this pk3 goes in mohaa/main doesnt it?

Posted: Sat Apr 26, 2008 6:07 pm
by PKM
i'm looking at the interior of your .pk3 file right now and the first thing i see is you do not have a directory/folder named ''scripts'' for the .shader file to go into and you do not have a directory/folder named 'textures' for the textures to go into . also, you've named your textures after the directory path instead of giving them their own names...
ie. textures/glas/glas_rad.tga <-your original file
should simply be glas_rad.tga

i'll test .


edit: rewrote your scripts and renamed your textures . deleted two of them (_rad.tga) and wrote your shader to repeat the same texture (ie. glas.tga) .
your green glas texture came out solid , i attempted to remake however to keep the color using the image editor i use, i could only go to 45% trans . so this glass is 'semi-transparent' .

you can see here....
http://www.youtube.com/watch?v=AJwGAYqxno4

and edited file here...

http://www.mods-r-us.net/datas/users/5412-glas.zip

Posted: Sat Apr 26, 2008 8:10 pm
by hogleg
:shock: dang man...would you come over and mow my lawn :lol:

It sounds like he's not using "nodraw" on 5 sides of his brush :?

Posted: Sat Apr 26, 2008 8:51 pm
by PKM
the texture should still work even if he didn't however he did not have the directories i spoke of , his shader was incorrectly written and his textures incorrectly named . simple beginner's mistakes is all .

mow your lawn ? sure but i gotta tell ya, all your hedges will be shaped like dawkins and your lawn will be a nice shade of midnight green . however i'll be sure to carve a nice dallas cowgirls star off to the back 90 so your dog has a place to take a dump on .