ZeroRaven Posted November 17, 2013 Share Posted November 17, 2013 Im working on a map full of new textures and shaders. I'm trying a combination in the pk02.shader file to have both the "fake normal map" idea and the light glow to work. Is this even possible?When ever I load up my level however the textures appear as black/grey boxes with a white grid line surrounding.Heres the code from my pk02.shader as an exampletextures/pk02/pk02_ceiling02_c{ q3map_normalimage textures/pk02/pk02_ceiling02_n qer_editorimage textures/pk02/pk02_ceiling02_c q3map_lightmapsamplesize 1x1{ map $lightmap rgbGen identity}{ map textures/pk02/pk02_ceiling02_c blendFunc GL_DST_COLOR GL_ZERO}{ map textures/pk02/pk02_ceiling02_i blendFunc GL_ONE GL_ONE rgbGen identity }}Please note the PK02.Shader has been added to the shaderlist too and textures show up fine in radiant but in JA they look like a black/white version of DF2:JK's DFLT.MAT Check out some of my previous works:JK Hub - [Editor: Zero Raven] Link to comment
Asgarath83 Posted November 17, 2013 Share Posted November 17, 2013 I have this problem when in JA's folders missing one of the textures yu set in the shader file. for example, if i make a sword with a shaderwithblade, blade_spec and metal_env as textures osed for shader of the blade, and into the game missing the blade.jpg, the metal_env or the blade_spec.jpg texture file, the sword appear not rendered and with grey boxes, thet's happened also to map. Make sure all your textures are in the correct path. check the console for look if yu have some yellow color error couldn't find image for shader "address of shader" Link to comment
ZeroRaven Posted November 17, 2013 Author Share Posted November 17, 2013 Well looked at the console log (N key then console tab) for my last compilation.Only noticed this mention"Loading E:/games/Lucasarts/Star Wars - Jedi Academy/GameData/base/maps/PK02.bspLoading E:/games/Lucasarts/Star Wars - Jedi Academy/GameData/base/maps/PK02.srfShader textures/pk02/pk02_ceiling02_c has NM textures/pk02/pk02_ceiling02_n.tga"And also"Map has shader script E:/games/Lucasarts/Star Wars - Jedi Academy/GameData/base/maps/../shaders/q3map2_PK02.shader"So it doesnt seem like it registered the pk02_ceiling02_i for the lights "Glow"Any idea why this is? I cant figure it out.And also according to this it looks like pk02_ceiling02_n is listed as a .TGA but in the textures its a JPG? could this somehow be part of the issue??Should my NormalMap be a TGA instead of a JPG? Check out some of my previous works:JK Hub - [Editor: Zero Raven] Link to comment
Szico VII Posted November 21, 2013 Share Posted November 21, 2013 2 quick things that cause 90% of texture issues in-game but not in radiant. 1) sv_pure 0 it up (To force game to use assets NOT in the pk3 files)2) Make sure the texture resolution is a power of 2. (Radiant will load any size, JKA will not.) Check these first! FYI though, jpg and tga both work fine, but sometimes the compiler just says TGA for weird reasons. Link to comment
Raz0r Posted November 22, 2013 Share Posted November 22, 2013 No shader warnings in the ingame console? Link to comment
ZeroRaven Posted November 23, 2013 Author Share Posted November 23, 2013 loaded up ingame console. got a "Shader textures/pk02/pk02_ceiling02_c has a lightmap but no lightmap stage" error.I wouldnt be suprised if i somehow fudged up the shader script. Check out some of my previous works:JK Hub - [Editor: Zero Raven] Link to comment
Szico VII Posted November 25, 2013 Share Posted November 25, 2013 Did you check the things I said? Link to comment
ZeroRaven Posted November 25, 2013 Author Share Posted November 25, 2013 Yes Szico I did.Made sure it was sv_pure 0.And the textures im using are power of 2. Most are 512x512 some are 1024x1024 I think the largest I have is a ground material thats 2048x2048.I tend to only use power of 2 textures, old habits from my DF2:JK editing days lol. Check out some of my previous works:JK Hub - [Editor: Zero Raven] Link to comment
MoonDog Posted November 25, 2013 Share Posted November 25, 2013 Do you have one version of the shader in the base/shaders folder, along with a different version in a pk3? I've seen that cause issues a lot. People forget they have it in two places and differences in the two versions cause no end to head scratching. Link to comment
ZeroRaven Posted November 25, 2013 Author Share Posted November 25, 2013 Moondog, no the only versions of the textures, shaders, and glows I have are located in the pk02 folder. Check out some of my previous works:JK Hub - [Editor: Zero Raven] Link to comment
Szico VII Posted November 27, 2013 Share Posted November 27, 2013 If its a glow you need the glow command: { map textures/pk02/pk02_ceiling02_i blendFunc GL_ONE GL_ONE rgbGen identity } to { map textures/pk02/pk02_ceiling02_i blendFunc GL_ONE GL_ONE rgbGen identity glow } Link to comment
ZeroRaven Posted November 28, 2013 Author Share Posted November 28, 2013 So @@Szico VII it should look like this?textures/pk02/pk02_ceiling02_c{ q3map_normalimage textures/pk02/pk02_ceiling02_n qer_editorimage textures/pk02/pk02_ceiling02_c q3map_lightmapsamplesize 1x1{ map $lightmap rgbGen identity}{ map textures/pk02/pk02_ceiling02_c blendFunc GL_DST_COLOR GL_ZERO}{ map textures/pk02/pk02_ceiling02_i blendFunc GL_ONE GL_ONE rgbGen identity glow } } Check out some of my previous works:JK Hub - [Editor: Zero Raven] Link to comment
ZeroRaven Posted November 28, 2013 Author Share Posted November 28, 2013 Ok so now a new problem. Added 2 new lines to the shader file. Now upon comile of the BSP it gives me an************ ERROR ************ParseShaderFile(): shaders/pk02.shader, line 30: { not found!Found instead: mapLast known shader: {Now I'm not sure what I may have done wrong. Mind you there is two files with glows and fake bumpmaps, and one with just the fake bumpmap.Here is the shader text thus far. textures/pk02/pk02_ceiling02_c{ q3map_normalimage textures/pk02/pk02_ceiling02_n qer_editorimage textures/pk02/pk02_ceiling02_c q3map_lightmapsamplesize 1x1{ map $lightmap rgbGen identity}{ map textures/pk02/pk02_ceiling02_c blendFunc GL_DST_COLOR GL_ZERO}{ map textures/pk02/pk02_ceiling02_i blendFunc GL_ONE GL_ONE rgbGen identity glow }}textures/pk02/pk02_ceiling03_c{ q3map_normalimage textures/pk02/pk02_ceiling03_n qer_editorimage textures/pk02/pk02_ceiling03_c q3map_lightmapsamplesize 1x1}{ map $lightmap rgbGen identity}{ map textures/pk02/pk02_ceiling03_c blendFunc GL_DST_COLOR GL_ZERO}}textures/pk02/pk02_computer01a_c{ q3map_normalimage textures/pk02/pk02_computer01a_n qer_editorimage textures/pk02/pk02_computer01a_c q3map_lightmapsamplesize 1x1}{ map $lightmap rgbGen identity}{ map textures/pk02/pk02_computer01a_c blendFunc GL_DST_COLOR GL_ZERO}{ map textures/pk02/pk02_computer01a_i blendFunc GL_ONE GL_ONE rgbGen identity glow }} Check out some of my previous works:JK Hub - [Editor: Zero Raven] Link to comment
Szico VII Posted November 28, 2013 Share Posted November 28, 2013 Well go to line 30 and fix the error there. I'm guessing its the close brackets here though: textures/pk02/pk02_computer01a_c{ q3map_normalimage textures/pk02/pk02_computer01a_n qer_editorimage textures/pk02/pk02_computer01a_c q3map_lightmapsamplesize 1x1} Id also put line breaks between each NEW shader. Link to comment
ZeroRaven Posted November 29, 2013 Author Share Posted November 29, 2013 @@Szico VIIOddly enough it was just the line spacing between shaders. the text with the lightmapscale 1x1 was copied directly from the normal map technique lol. Check out some of my previous works:JK Hub - [Editor: Zero Raven] Link to comment
eezstreet Posted November 29, 2013 Share Posted November 29, 2013 "x has x but no lightmap stage" means that your shader has a stage that involves using the lightmap but whatever geometry the shader is on doesn't have a lightmap. I suggest recompiling your map. Which compile settings are you using again? Link to comment
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