Dear Mapheads:
A quick introduction perhaps... my name if Fraggaholic and I have just come back into the mapping world (God only knows why I want to inflict so much pain on myself...) after a 1.5 hiatus mapping using GTKRadiant for RTCW.
I decided to give MOHRadiant a go and like what I see so far except that I seem to be having problems with most (if not all) of my shaders where transparency is used like water, windows, etc.
I checked the shaderlist.txt to ensure it was correct and have tried a variety of things to make this work so far without success.
I have created a test room with only 6 brushes (simple room), filled it with one only water brush (misc_outside/river), two lights and one player start. I compile the map to play in single play and my game doesn't really lock up on launch persae, rather justs hangs for ever and complains it cannot locate any textures, etc.
Any assistance with this would be appreciated. I love the support I see so far in this forum and would like to ensure you all that I have searched through well over 30 posts so far that don't seem to answer this query as yet.
Cheers
Fraggaholic
Water shader hangs my game on launch...
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fraggaholic
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Mapper
I think I prefer "Mapper" to "Maphead", but there is a way to record the console. Before you load your map, type this in the console:
developer 1
logfile 1 // 1 writes a log, 2 adds to a log
That will make a qconsole log file in the games "main" folder so you can look for the error. There are a lot of textures in the shaders that were not put in the final game. That error will not cause a crash or a lock up.
developer 1
logfile 1 // 1 writes a log, 2 adds to a log
That will make a qconsole log file in the games "main" folder so you can look for the error. There are a lot of textures in the shaders that were not put in the final game. That error will not cause a crash or a lock up.
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fraggaholic
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- Joined: Wed Jun 04, 2003 12:20 am
Thanks... "Mapper" (I actually prefer this too... lol)
I solved my problems with windows by simply creating a custom shader using the Quake 3 Team Arena .tga files and setup and am going to try the same with the water. I think you may be right in that the textures could be missing from the .pak files.
Getting back into this stuff is easier than I thought (so much pain the first time round...)
Fraggaholic
I solved my problems with windows by simply creating a custom shader using the Quake 3 Team Arena .tga files and setup and am going to try the same with the water. I think you may be right in that the textures could be missing from the .pak files.
Getting back into this stuff is easier than I thought (so much pain the first time round...)
Fraggaholic
