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Breakthrough...
Posted: Wed Oct 08, 2003 8:24 pm
by indiana_tim_d
I'm having some problems using the new textures from BT in my maps:
When I play a map the BT textures resize themselves and come out different from how i set them up in radiant.
If I use a BT sky texture the all sun stuff i put in worldspawn doesn't work, I think ambient light still works though.
Radiant also fails to load loads of the BT .shaders eg:
Loading shader af_extwall/AF-E-WindowCastle03b - af_extwall.shader...failed!
Mbuilder also fails to find things from BT:
^~^~^ TIKI_InitTiki: Couldn't load models/items/af_p_lantern.tik
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/items/af_p
_lantern.skc' or 'models/items/af_p_lantern.skc'
!#!#! 'textures/it_3-2cassino/roof_01_256' : Shader has no surface type specifie
d!
WARNING: Couldn't find image for shader textures/it_3-2cassino/roof_01_256
Can anyone help me with these problems please?
Thanks

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Posted: Fri Oct 10, 2003 8:46 am
by jv_map
Well I'm not sure if BT has some kind of mainta folder like SH has, but it looks to me that some files could not be found

Posted: Fri Oct 10, 2003 3:52 pm
by indiana_tim_d
yeah, BT has a \maintt folder
Posted: Fri Oct 10, 2003 8:06 pm
by jv_map
Hmm you probably need a special mohradiant for it to work correctly.
Did you try fiddling with the project settings?
Posted: Sat Oct 11, 2003 11:59 am
by Slyk
Trust me guys, if you bought that 'Brokenthoroughly' expansion, you WILL have LOTS of texture issues. SPEARHEAD textures DO NOT port over. So, if you are running custom maps via BT, you're scewed and we SH mappers look like idiots when our maps come up with all kinds of new errors.
Posted: Sun Oct 12, 2003 8:55 pm
by indiana_tim_d
Right, does anyone know if there will be a BT version of Radiant?
Posted: Tue Oct 14, 2003 5:43 pm
by TheStorm
indiana_tim_d wrote:Right, does anyone know if there will be a BT version of Radiant?
Don't think so! Mohradiant can load everything from BT and the maps (BSP) is the same version as SH
Mohradiant is not the problem, if you set it up correctly you can map using BT stuff. When you compile you must make sure that the q3map.exe and mohlight.exe can access pk3 files from BT.
Posted: Wed Oct 15, 2003 8:54 pm
by indiana_tim_d
right, how do u do that?
Posted: Thu Oct 16, 2003 6:03 am
by TheStorm
You can get mohradiant to load BT stuff by setting the custom directory in project settings. I think it's named "moddir" in the dialogue box. If you set that then I think it will load it in to mohradiant.
If not you can always copy the pk3 files from BT and rename them and put them in your main! You might still need to do this when you compile since you can't set a custom directory for q3map.exe and mohlight.exe
As some people have said SH textures doesn't seem to load in BT (I haven't checked that my self), then if you use SH textures then you need to copy those textures and shaders to your pk3 before you play the map in BT.
It looks as the BT game reads the \main and the \maintt
and the SH game reads the \main and the \mainta
I suggest that if you map for BT then don't use spearhead textures, rename the mainta folder to Xmainta before starting mohradiant. Also as said before make sure you have the BT pk3 files somewhere so that they will be read by mohradiant.
When you want to play SH again just rename the folder correctly again. And don't forget to remove the copies of the BT pk3 files to a temp folder when playing mohaa or the other games (no need for the game to read the copies).
EA might still release a new version of mohradiant where you don't have to set the BT folder as a custom dir (or copy the files) and a new q3map.exe and mohlight.exe that also can find BT folder.
Posted: Thu Oct 16, 2003 11:12 am
by indiana_tim_d
I've got the /maintt folder as my mod directotry. I think the SH textures work fine though.
I'm making a Roman map so I wanted to use the Italian textures and skys.
But hey, for it all to run smoothley I guess I'll just have to wait for EA to do a BT radiant!