Just curious as to why some players will see error on my map that i don't
For example a texture i used for some towers and windows.
I see absolutely no error, but other players( not all players) say they can see the texture on the towers switch to neon colors, and yellow squares where the windows are.
Again, i have climbed the towers and seen no neon...and i can walk through and break all windows without error.
That means that the texture is missing on their system. Is it a sh map, which they're trying to play on mohaa. It might also be a custom texture that got corrupted when they d/l your map.
When you distribute your map, you need to include the custom texture in your pk3 file.
To do this you need to make a folder in PakScape called textures and another folder inside that called [for instance] custom. Place your custom .tga file in there.
Next you will need to create a <your map name>.shader file, and this goes inside your scripts folder in PakScape. You must include this string
textures/custom/<name of your texture without the extension i.e. custom_image> {
qer_keyword wood
qer_keyword signs
surfaceparm wood
{
map textures/custom/<name of your texture with the extension i.e. custom_image.tga>
The qer_keyword can be found by opening the Pak0.pk3 file [just use winzip, change the .pk3 to .zip] and look in the scripts folder for a file called algiers.shader. This is where I found this list of qer_keywords.
[6th-DLI]Quantum
In the land of the blind, the one-eyed man is King.
Maybe there are some out of other custom pk3-files in your main-folder you once downloaded?
You do not have to have made them yourself, but having custom pk3 in your main folder means that their textures are available in MOHR.
U should keep this in mind when you're planning to release a map and find out you'll have to 'borrow' textures from others. Or when building a map and after some time delete a custom pk3 of a previously downloaded map you don't want to play anymore. Oops, suddenly some of the used textures are missing and you have no idea, where they were before
Try keeping your main folder free of custom pk3's while mapping, to avoid this or atleast keep an eye on the names of the texture-folders in MOHR you're using.