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yet another 'No Loading Screen' post

Posted: Thu Jan 29, 2004 2:18 am
by Garganus
I've read the sticky, I've read the non-sticky posts, I've read the tutorials people have linked to, and I've tried doing it all myself from scratch using other people's custom maps as examples. I have no idea what I'm doing wrong. My .urc draws everything correctly except for my picture, where it puts a nice squared off white-gray gradient. In the console it complains about the following:

Code: Select all

^~^~^ Can't find textures/sprites/white.tga
WARNING: R_FindImageFile could not find 'textures/sprites/white.tga' in shader 'white'
^~^~^ Can't find KasselSplash.tga
Couldn't find image for shader KasselSplash
(I don't think the bit about the white shader is related, but included it in anyway.)
Things I've tried:
a 512x512 32bit .tga (with no alpha channel as I didn't want the effect*)
a 640x480 32bit .tga (again no alpha)
a 512x512 .jpg
a 512x512 .jpg referenced directly in my .urc (no shader)
a 512x512 .jpg and despite the format calling it a .tga in the shader
a 640x480 .jpg
a 640x481 .jpg

*With the first .tga, I tried both leaving in and taking out the '$whiteimage' and 'blendfunc' lines since I didn't have an alpha and it seemed logical. (Also, when doing the .jpgs I did always remove the 'force32bit', 'map $whiteimage', and 'blendfunc' lines from my .shader when I was using one)

The .pk3 is under 200k, but I don't have anywhere to host it. I'll send it to anyone who wants it or just post the contents of my shader, scr, and/or urc if anyone thinks that would help. Otherwise, what else can I try? I really just don't see why it's not finding the tga. I've done custom textures and this doesn't seem that different.

Any thoughts or suggestions appreciated.
Thanks, Garganus

Posted: Thu Jan 29, 2004 4:13 am
by Axion
Mail me the .pk3 and I'll take a look...

okee

Posted: Thu Jan 29, 2004 3:19 pm
by Garganus
E-mail sent. :)
(Any other takers?)

I've been messing around with it since I first posted and still have had no luck.

Thanks all, Garg

Posted: Thu Jan 29, 2004 7:53 pm
by Axion
I fixed it, and will email the updated .pk3 file back to you. If you have any more questions, just post them.

:D

ROCK!

Posted: Thu Jan 29, 2004 10:36 pm
by Garganus
Thanks so much, man. Works like a charm. :D

A note for other noob mappers like myself out there:
Wanting to know more about the process and understand exactly why my loading screen wouldn't appear, I changed my original .pk3 bit by bit to match the working version Axion kindly provided for me. In the end, it turns out the problem was not having the name of my .shader match the name of my .bsp. I thought that since I was actively calling the shader in my .urc file, MoHaa wouldn't care what I called it. Not so much. In conclusion...

-Ignore the fact that some tutorials tell you that you can call your shader whatever you want and that it won't matter.
-Don't have any symbols in the name of your .bsp. DO give your loading-screen's shader exactly the same name as the .bsp (except for the .shader extension (duh))
-Oh yeah, and contrary to what it says in a few of the posts and tutorials out there, you don't need to modify your .scr (your main map script) to add a loading screen. (In fact, you don't need a script to have a loading screen at all.)

Cheers, and thanks again for all your help Axion. Garg

Posted: Thu Jan 29, 2004 10:39 pm
by Axion
You're very welcome. :D