textures problem with scr !!!
Posted: Thu Aug 14, 2003 7:54 am
Hi,
I got a serious problem with a big map !!! In fact, i ve no problem with it until a put a scr file !!! Some textures change on modeles
With my scr :

without it :

My corrona have the same pb, i got a grass texture !!!
I've only 1 pk3 for this map in the main directory, that's all !!!
This is my scr file :
main:
level waittill prespawn
exec global/DMprecache.scr
level.script = maps/obj/zenfant.scr
exec global/ambient.scr obj_team5
setcvar "g_obj_alliedtext1" ""
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
//descendre les brushs
$trap_door movedown 53
$trap_door move
$trap_door1a movedown 30
$trap_door1a move
$trap_door1b movedown 30
$trap_door1b move
$trap_door2a movedown 30
$trap_door2a move
$trap_door2b movedown 30
$trap_door2b move
//d?clencheur de trappes
thread trap_door_mover
thread trap_door1_mover
thread trap_door2_mover
level waittill spawn
end
//-------------//
//trappe simple//
//-------------//
trap_door_mover:
$trap_door_trigger waittill trigger
$trap_door time 2
//$trap_door playsound ("door_metal_open_move" + (randomint(1) + 3))
$trap_door rotateXup 90
$trap_door waitmove
//$trap_door playsound door_metal_open_stop
wait 2
//$trap_door playsound ("door_metal_close_move" + (randomint(1) + 3))
$trap_door rotateXdown 90
$trap_door waitmove
//$trap_door playsound ("door_metal_close_stop" + (randomint(3) + 1))
goto trap_door_mover
end
//-----------------//
//trappes 1 doubles//
//-----------------//
trap_door1_mover:
$trap_door1_trigger waittill trigger
$trap_door1a time 2
$trap_door1b time 2
//$trap_door1a playsound ("door_metal_open_move" + (randomint(1) + 3))
$trap_door1a rotateXup 90
$trap_door1b rotateXup -90
$trap_door1a move
$trap_door1b waitmove
//$trap_door1a playsound door_metal_open_stop
wait 2
//$trap_door1a playsound ("door_metal_close_move" + (randomint(1) + 3))
$trap_door1a rotateXdown 90
$trap_door1b rotateXdown -90
$trap_door1a move
$trap_door1b waitmove
//$trap_door1a playsound ("door_metal_close_stop" + (randomint(3) + 1))
goto trap_door1_mover
end
//-----------------//
//trappes 2 doubles//
//-----------------//
trap_door2_mover:
$trap_door2_trigger waittill trigger
$trap_door2a time 2
$trap_door2b time 2
//$trap_door2a playsound ("door_metal_open_move" + (randomint(1) + 3))
$trap_door2a rotateXup 90
$trap_door2b rotateXup -90
$trap_door2a move
$trap_door2b waitmove
//$trap_door2a playsound door_metal_open_stop
wait 2
//$trap_door2a playsound ("door_metal_close_move" + (randomint(1) + 3))
$trap_door2a rotateXdown 90
$trap_door2b rotateXdown -90
$trap_door2a move
$trap_door2b waitmove
//$trap_door2a playsound ("door_metal_close_stop" + (randomint(3) + 1))
goto trap_door2_mover
end
Any ideas
I got a serious problem with a big map !!! In fact, i ve no problem with it until a put a scr file !!! Some textures change on modeles
With my scr :

without it :

My corrona have the same pb, i got a grass texture !!!
I've only 1 pk3 for this map in the main directory, that's all !!!
This is my scr file :
main:
level waittill prespawn
exec global/DMprecache.scr
level.script = maps/obj/zenfant.scr
exec global/ambient.scr obj_team5
setcvar "g_obj_alliedtext1" ""
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
//descendre les brushs
$trap_door movedown 53
$trap_door move
$trap_door1a movedown 30
$trap_door1a move
$trap_door1b movedown 30
$trap_door1b move
$trap_door2a movedown 30
$trap_door2a move
$trap_door2b movedown 30
$trap_door2b move
//d?clencheur de trappes
thread trap_door_mover
thread trap_door1_mover
thread trap_door2_mover
level waittill spawn
end
//-------------//
//trappe simple//
//-------------//
trap_door_mover:
$trap_door_trigger waittill trigger
$trap_door time 2
//$trap_door playsound ("door_metal_open_move" + (randomint(1) + 3))
$trap_door rotateXup 90
$trap_door waitmove
//$trap_door playsound door_metal_open_stop
wait 2
//$trap_door playsound ("door_metal_close_move" + (randomint(1) + 3))
$trap_door rotateXdown 90
$trap_door waitmove
//$trap_door playsound ("door_metal_close_stop" + (randomint(3) + 1))
goto trap_door_mover
end
//-----------------//
//trappes 1 doubles//
//-----------------//
trap_door1_mover:
$trap_door1_trigger waittill trigger
$trap_door1a time 2
$trap_door1b time 2
//$trap_door1a playsound ("door_metal_open_move" + (randomint(1) + 3))
$trap_door1a rotateXup 90
$trap_door1b rotateXup -90
$trap_door1a move
$trap_door1b waitmove
//$trap_door1a playsound door_metal_open_stop
wait 2
//$trap_door1a playsound ("door_metal_close_move" + (randomint(1) + 3))
$trap_door1a rotateXdown 90
$trap_door1b rotateXdown -90
$trap_door1a move
$trap_door1b waitmove
//$trap_door1a playsound ("door_metal_close_stop" + (randomint(3) + 1))
goto trap_door1_mover
end
//-----------------//
//trappes 2 doubles//
//-----------------//
trap_door2_mover:
$trap_door2_trigger waittill trigger
$trap_door2a time 2
$trap_door2b time 2
//$trap_door2a playsound ("door_metal_open_move" + (randomint(1) + 3))
$trap_door2a rotateXup 90
$trap_door2b rotateXup -90
$trap_door2a move
$trap_door2b waitmove
//$trap_door2a playsound door_metal_open_stop
wait 2
//$trap_door2a playsound ("door_metal_close_move" + (randomint(1) + 3))
$trap_door2a rotateXdown 90
$trap_door2b rotateXdown -90
$trap_door2a move
$trap_door2b waitmove
//$trap_door2a playsound ("door_metal_close_stop" + (randomint(3) + 1))
goto trap_door2_mover
end
Any ideas