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Problem with custom models texture on game (radiant ok)


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Hi guys, i got a problem with custom models.

The texture on the model wont work on THE GAME, but works just fine in RADIANT. As the screenshots shows... Im clueless... Any idea what may be? The image for the model is .jpg 512*512.

 

Screenshot in game:

https://www.dropbox.com/s/7fy5md9ojhw0lld/ingame.jpg?dl=0

Screenshot in radiant:

https://www.dropbox.com/s/fjjqkdbod0j21fl/inradiant.jpg?dl=0

Screenshot of blender:

https://www.dropbox.com/s/7ev4ihym9b9j7zo/inblender.jpg?dl=0

 

 

Thanks for reading.

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This is either an issue with the shader, the texture or the model, although the latter is unlikely. Has the texture the right dimensions? How did you export the model, is it using relative paths? (I'm not sure if radiant would display absolute paths correctly though.) Are shaders involved?

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First of all thank for the awnsers.

Im really new at modeling, and to be honest Asgarath83 i do not know how to send the shader code of the wooden archway.

 

I tryed changing the texture, and for my nasty surprise, the model seems to work with CERTAINT textures...

 

For example i used this "gold" image for the texture (  https://www.dropbox.com/s/557nammvu24ysw4/gold.jpg?dl=0 ) and you can see the model ingame ( https://www.dropbox.com/s/85imh9dpnh1x5pw/shot0069.jpg?dl=0 ).

 

 - The old texture i was using for the cauldron: https://www.dropbox.com/s/1bjudnhjyegy4u6/textcald.jpg?dl=0

 - The thexture wich works fine on the model: https://www.dropbox.com/s/557nammvu24ysw4/gold.jpg?dl=0

 

This is the thing, i cant figure out what's the diference between te textures. Im missing something that i cant figure, and its driving me crazy (im making tristram from Diablo 1) and whats missing is all the modelling, and im stuck here, in this bottomless pit (ouch) jaja.

 

Thanks again for your advices!

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Guest KENNITHH

Any errors in console when loading the map ingame? (about the model)

 

And I think it's the shader then thats messed up, you can post it here in a code form and add spoiler around them

 

like this but without the spaces
[ spoiler ] [ code ] PASTE SHADER HERE [ / code] [ / spoiler ]

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Guest KENNITHH

Is your texture in a pk3? If not , do it , and in the right path :P

 

If this doesnt work , can you share us the model of the cauldron so we could take a look at it in hexedit?

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Any errors in console when loading the map ingame? (about the model)

 

And I think it's the shader then thats messed up, you can post it here in a code form and add spoiler around them

 

like this but without the spaces

[ spoiler ] [ code ] PASTE SHADER HERE [ / code] [ / spoiler ]

 

 

 
Im not sure if this is what you are asking (im too new, sorry) but here it goes, i made a test map and only added a model with the problem:
 

=== running BSP command ===
 "C:/Games/Editor's tools/GtkRadiant-1.4/q3map2" -v  -connect 127.0.0.1:39000  -game ja -fs_basepath "C:/Games/Steam/steamapps/common/Jedi Academy/GameData/" -meta "C:/Games/Steam/steamapps/common/Jedi Academy/GameData/base/maps/test_1.map"
Connected.
4 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.11
GtkRadiant    - v1.4.0 Dec 21 2003 20:42:58
A well-oiled toaster oven
--- InitPaths ---
VFS Init: C:/Games/Steam/steamapps/common/Jedi Academy/GameData//base/
 
--- BSP ---
Creating meta surfaces from brush faces
entering shaders/shaderlist.txt
entering shaders/bespin.shader
entering shaders/bounty.shader
entering shaders/byss.shader
entering shaders/cairn.shader
entering shaders/common.shader
entering shaders/danger.shader
entering shaders/decals.shader
entering shaders/desert.shader
entering shaders/doomgiver.shader
entering shaders/factory.shader
entering shaders/flares.shader
entering shaders/fogs.shader
entering shaders/h_evil.shader
entering shaders/hoth.shader
entering shaders/imp_mine.shader
entering shaders/impdetention.shader
entering shaders/imperial.shader
entering shaders/jnegretetest.shader
entering shaders/kejim.shader
entering shaders/korriban.shader
entering shaders/models.shader
entering shaders/mp.shader
entering shaders/narshaddaa.shader
entering shaders/nar_streets.shader
entering shaders/quicktrip.shader
entering shaders/rail.shader
entering shaders/rbettenbergtest.shader
entering shaders/rift.shader
entering shaders/rocky_ruins.shader
entering shaders/rooftop.shader
entering shaders/sandcrawler.shader
entering shaders/siege.shader
entering shaders/skies.shader
entering shaders/stu.shader
entering shaders/system.shader
entering shaders/taspir.shader
entering shaders/tristram.shader
entering shaders/tests.shader
entering shaders/vjun.shader
entering shaders/wedge.shader
entering shaders/yavin.shader
     2218 shaderInfo
--- LoadMapFile ---
Loading C:/Games/Steam/steamapps/common/Jedi Academy/GameData/base/maps/test_1.map
entering C:/Games/Steam/steamapps/common/Jedi Academy/GameData/base/maps/test_1.map
        6 total world brushes
        0 detail brushes
        0 patches
        0 boxbevels
        0 edgebevels
        3 entities
       24 planes
        0 areaportals
Size:  -136,  -168,     0 to   208,   192,   184
--- ProcessDecals ---
        0 decal projectors
--- CreateMapFogs ---
        0 fogs
############### model 0 ###############
block size = { 1024 1024 1024 }
BSP bounds: { -136.000000 -168.000000 0.000000 } { 208.000000 192.000000 184.000000 }
Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }
--- PatchMapDrawSurfs ---
--- FaceBSP ---
       36 faces
       64 leafs
--- MakeTreePortals ---
        0 tiny portals
        0 bad portals
--- FilterStructuralBrushesIntoTree ---
        6 structural brushes
       80 cluster references
--- FloodEntities ---
        4 flooded leafs
--- FillOutside ---
       44 solid leafs
       16 leafs filled
        4 inside leafs
--- CullSides ---
       24 hidden faces culled
        0 coincident faces culled
--- ClipSidesIntoTree ---
--- FaceBSP ---
        6 faces
       20 leafs
--- MakeTreePortals ---
        0 tiny portals
        0 bad portals
--- FilterStructuralBrushesIntoTree ---
        6 structural brushes
       36 cluster references
--- NumberClusters ---
        4 visclusters
        4 visportals
       16 solidfaces
--- WritePortalFile ---
writing C:/Games/Steam/steamapps/common/Jedi Academy/GameData/base/maps/test_1.prt
--- FloodAreas ---
        1 areas
--- AddTriangleModels ---
--- AddEntitySurfaceModels ---
--- FilterDetailBrushesIntoTree ---
        0 detail brushes
        0 cluster references
----- FogDrawSurfs -----
        0 fog polygon fragments
        0 fog patch fragments
        0 fogged drawsurfs
--- SubdivideFaceSurfaces ---
--- FixTJunctions ---
       12 axial edge lines
        0 non-axial edge lines
        0 degenerate edges
        0 verts added for T-junctions
       24 total verts
        6 naturally ordered
        0 rotated orders
        0 can't order
        0 broken (degenerate) surfaces removed
--- ClassifyEntitySurfaces ---
--- TidyEntitySurfaces ---
        0 empty or malformed surfaces deleted
--- MakeEntityDecals ---
 (0)
        0 decal surfaces
--- MakeEntityMetaTriangles ---
0...1...2...4...5...7...8... (0)
        6 total meta surfaces
        6 stripped surfaces
        0 fanned surfaces
        0 patch meta surfaces
       24 meta verts
       12 meta triangles
--- TidyEntitySurfaces ---
        6 empty or malformed surfaces deleted
--- SmoothMetaTriangles ---
No smoothing angles specified, aborting
--- MergeMetaTriangles ---
0...1...2...3...4...5...6...7...8...9...10... (0)
        6 surfaces merged
       24 vertexes merged
--- FilterDrawsurfsIntoTree ---
       17 references
        7 (7) emitted drawsurfs
        6 stripped face surfaces
        0 fanned face surfaces
        0 surface models generated
        0 skybox surfaces generated
        0 SURFACE_BAD surfaces
        0 SURFACE_FACE surfaces
        0 SURFACE_PATCH surfaces
        1 SURFACE_TRIANGLES surfaces
        0 SURFACE_FLARE surfaces
        0 SURFACE_FOLIAGE surfaces
        0 SURFACE_FORCED_META surfaces
        6 SURFACE_META surfaces
        0 SURFACE_FOGHULL surfaces
        0 SURFACE_DECAL surfaces
        0 SURFACE_SHADER surfaces
       24 redundant indexes supressed, saving 0 Kbytes
--- FixBrushSides ---
--- EndModel ---
        0 light entities stripped
       28 BSP planes
--- WriteSurfaceExtraFile ---
Writing C:/Games/Steam/steamapps/common/Jedi Academy/GameData/base/maps/test_1.srf
Writing C:/Games/Steam/steamapps/common/Jedi Academy/GameData/base/maps/test_1.bsp
Storing lightgrid: 0 points
Wrote 0.0 MB (36348 bytes)
        2 seconds elapsed
Disconnecting
Connection closed.

 
A thing that bugs me a lot is that by accident i just loaded the map in singleplayer mode and for my surprise i can see the model textured! 
I checked proyect settings in Radiant, and they are fine, im mapping for multiplayer.
 
Im now reading your new post! Haha, nop, its not on a pk3, will do that right now.
 
Thanks again for your time!
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Guest KENNITHH

No problem, I like to help and because the maps I make are pretty useless as there are barely players left in sof2 who actually play my maps. Pretty much waste of time but I love doing it. But Ill keep passing my knowledge as long as I can xd

 

Anyway, glad it worked and I am also curious at how your map will end as i also play Diablo III sometimes, hope it looks good !

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No problem, I like to help and because the maps I make are pretty useless as there are barely players left in sof2 who actually play my maps. Pretty much waste of time but I love doing it. But Ill keep passing my knowledge as long as I can xd

 

Anyway, glad it worked and I am also curious at how your map will end as i also play Diablo III sometimes, hope it looks good !

 

Thats a point there, there is not a very big community to play our maps... Im an old player, i just recently re-hooked to jka and mapping, i had forgot how much i enjoy it!
 
My idea is to "remake" Tristram (and part of the dungeon, till the Butcher) i wanna make it as faithfull to the original Diablo 1 as possible, thats why im taking my time, this problem that you help me solve, had my hole project stopped... i lost a lot of time with this, but thanks to you and the others i can continue.
 
Here is a image of the Cauldron in place! haha:
 
 
An this is an old video with almost no light but it gives an idea of the thing:
 
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