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My MOHRadient has no textures or functions/i.e. info, func
Posted: Thu Feb 17, 2011 1:55 am
by 17thairborne
I recently replaced my hard drive on my computer, reinstalled OS, and downloaded MOHRadient. I found it with no textures, even when I load a map that I previously saved on a thumb drive (before replacing hard drive), and the functions toolbar (when you right click on the main window) had nothing but: select, ungroup entity, ungroup brush, add to entity, make detail, make structural, and worldspawn. any ideas on what to do? I already made sure I placed the entdef.pk3 file in the main folder, redownloaded it about twice and still had the same result. Any help is appreciated!
Thanks
Posted: Thu Feb 17, 2011 3:11 am
by Cpt. Duke
Greetings!
Did you remember to set the mapspath and the basepath?
If not, open up radiant and go to file -> Project settings and enter the following
basepath:
c:\program files\ea games\mohaa\
mapspath:
c:\program files\ea games\mohaa\main\maps
autosave:
c:\program files\ea games\mohaa\main\maps
Without these, textures, entities, and the like will not load.
Also note that these paths may vary on your computer.
I hope this Helps!

Posted: Sat Feb 19, 2011 2:06 am
by 17thairborne
Thanks!
after reading this message, I remembered that after changing my HD, it's directory changed to "E"! Thanks for all your help and attention!

Help Compiling?
Posted: Sat Feb 19, 2011 2:33 pm
by 17thairborne
I have recently replaced my HD, but I kept a map I was working on, very huge, a big underground bunker, some lava, an elevator, and a grassy area.
here are my questions:
1) has anyone heard of some textures ending like this _crypt?
The huge map I am making uses some of those textures, and after reinstalling the HD, Have no idea where I got those textures.
2)I was trying to compile another map, and it showed up on the MBuilder, but there was an error. the errors were; textures missing, couldn't find script.
any help?
thanks
Help Compiling?: RE
Posted: Sat Feb 19, 2011 3:19 pm
by Cpt. Duke
Greeting, 17th The Airborne!
While you were building your map, do you remember having any custom pk3's in the main folder? I would guess that those were custom textures that no longer exist on your computer.
Correct me if I'm wrong

Posted: Sat Feb 19, 2011 7:50 pm
by 17thairborne
I think so, but I don't remember what they were. I remember downloading a few things from the MOH Recycling bin, but I already looked there. I might have to choose a different texture, even though I don't want to.
thanks.
Making .pk3 files, help please
Posted: Fri May 20, 2011 9:07 pm
by 17thairborne
I need help building a .pk3 file. I do not know how to make .bsp or .min files. I have tried compiling, but all I get is a .bak file.
There is an error code:
*******ERROR******
Q3Map Version 1.00
after that, it shows the vis options.
This is what I have done:
I have created a map with both axis and allies spawnpoints,
I saved it as a .map,
I compiled it with MBuilder,
I created all the .pk3 file construction except, I don't have any .bak or .min files.
Any help is appreciated!
Thanks
Help with loading screens, please
Posted: Fri May 20, 2011 9:18 pm
by 17thairborne
I have read a couple of posts about this subject, but they did not give the information I need. I have been mapping for a while (about 3 months) but I have had very little information, and there were no tutorials about this. I have no idea what to do, except creating the .jpeg pic. I created the file in windows paint. The pic is 800 x 400, I think. any help?
thanks,
17thairborne
Custom textures?????
Posted: Sat May 21, 2011 3:48 pm
by 17thairborne
I have been learning different things with MOH, and I came to this topic, Custom textures. I have been trying to get it to work, and have not had success

. I am trying to make a custom lava texture. I have read the tut and several posts on the topic, without figuring out what was wrong. Here is my code:
textures/Lava/lava
{
qer_keyword lava
surfaceparm lava
{
map textures/Lava/Lavatex.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
And my packaging:
Lava.pk3
Textures
Lavatex.tga
Script
Lava.shader
I have tried this, and in the textures toolbar, it showed the pack "lava", but when I opened it, the texture pane was blank.
I tried replacing the qer_keyword and surfaceparm with metal, to see what would happen, and when I opened it, the texture pane showed a texture with the right name, but it had only the blue and black you get from a brush that has not been assigned a texture.
Any help is appreciated,
17thairborne
Hello Again!
Posted: Sat May 21, 2011 5:15 pm
by Cpt. Duke
Hello again, 17thairborne!
I'm not sure whether or not you saw this post, but it should give you all the information you need.
/forum/viewtopic.php?t=13694
It would also be a good place to post new questions about the subject.
Hope it helps!

More Information, Please
Posted: Sat May 21, 2011 5:31 pm
by Cpt. Duke
Hmm-- it appears that your compiling paths are incorrect.
Could you give us more information? What are your compiling paths? Where is your .map file placed?
Posted: Sat May 21, 2011 10:49 pm
by 17thairborne
My compiling path is:
E:\PROGRA~1\EA_GAMES\MOHAA\MOHAAT~1\MOHAAT~1
Yes, I know, the normal HD path is C:, I replaced it, and it became E:. I am using MBuilder, and I created a file called "maps" outside my main folder and linked the map directory to this. I did this as I couldn't create a "maps" folder in main (a .file folder already existed called "maps"). my .map is placed in the "maps" folder outside of main. any ideas?
Thanks,
17thairborne
Posted: Sat May 21, 2011 10:55 pm
by 17thairborne
Thanks, Capt. Duke!
I found out how to make one (and soon will try it). It's good to know the MOH community is still alive. thanks for your help!
17thairborne
Posted: Sun May 22, 2011 10:23 am
by jv_map
The depthWrite doesn't seem to serve any purpose...
You may need a qer_editorimage to be able to see the thing in radiant.
textures/Lava/lava
{
qer_keyword lava
qer_editorimage textures/Lava/Lavatex.tga
surfaceparm lava
....
Posted: Sun May 22, 2011 10:29 am
by jv_map
Could you post a screenshot of all the paths you filled in in MBuilder?
linked the map directory to this
Does that mean you created a symbolic link? I wouldn't expect MBuilder or q3map to follow symbolic links...