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Textures + Shaders not rendering?


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Posted

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 example

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
    }
}

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]

Posted

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 shader

with

blade, 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"

Posted

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.bsp
Loading E:/games/Lucasarts/Star Wars - Jedi Academy/GameData/base/maps/PK02.srf
Shader 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]

Posted

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.

Posted

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]

Posted

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.

Posted

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
    }

Posted

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]

Posted

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: map
Last 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]

Posted

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.

Posted

"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?

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