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EasyGen hates me


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Posted

I've always loved terrain. I've never tried it before really, but I've always wanted to. EasyGen is a great way to make untextured terrain. I mean, I painted the textures on it and it all looks pretty in that program. I export to .map and set the textures to system/terrain and system/caulk. The textures on the actual map are just base yavin. I have added the .shader file name to shaderlist.txt, and attempted to run it with the .shader in the shader folder AND with it in the scripts folder (I think it's shader, but all the tutorials I've found say scripts). The terrain texture has shown up every time as a blank texture not found.

 

...what am I doing wrong.

Posted

only thing i can think of is that your map isn't saving properly and you are just compiling the old version that still has the shader not found textures.

Posted

The terrain texture appears in gtkradiant when I build it. Also I know it compiles, because at one point I changed the skybox from caulk to yavin and it worked just fine. I'm wondering if EasyGen makes the .shader on default for a different q3 engine game, and jka is just different enough to cause errors. After all, it dumps the .shader in the scripts folder (which has none of jka's .shaders).

 

I really don't know anything about shader files since I don't know what the keys mean at all. I've worked with them for skins before, but it was mostly copy paste from other skins' shaders and very vague understanding of the structure.

Posted

Wait, you are trying to apply a custom shader to the terrain? or base yavin textures?

EasyGen can brush the base textures on, so the textures fade into each other and look more natural. This creates (I think) two shader files that reference the textures to system/terrain. So I'm using base textures, but there's a custom .shader file.

 

Quake 3 Arena shaders can be a bit different from JKA's, I know this from experience...

I suggest you ask @Razish

*runs*

Thanks, I'll bug 'im. :T

Posted

Ah right, gotcha. In that case, i'd say it is indeed a problem with the shader. Paste the contents of the .shader here?

Posted

here it is. Go nuts.

 

 

textures/ahnonay/terrain_0
{
q3map_lightmapsamplesize 64
q3map_lightmapaxis z
q3map_texturesize 512 512
q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )
{
map textures/yavin/dugdirt.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}

textures/ahnonay/terrain_1
{
q3map_lightmapsamplesize 64
q3map_lightmapaxis z
q3map_texturesize 512 512
q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )
{
map textures/yavin/s_mud2.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}

textures/ahnonay/terrain_2
{
q3map_lightmapsamplesize 64
q3map_lightmapaxis z
q3map_texturesize 512 512
q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )
{
map textures/yavin/lighturth.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}

textures/ahnonay/terrain_3
{
q3map_lightmapsamplesize 64
q3map_lightmapaxis z
q3map_texturesize 512 512
q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )
{
map textures/yavin/ground.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}

textures/ahnonay/terrain_4
{
q3map_lightmapsamplesize 64
q3map_lightmapaxis z
q3map_texturesize 512 512
q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )
{
map textures/yavin/rockwall.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}

textures/ahnonay/terrain_0to1
{
q3map_lightmapsamplesize 64
q3map_lightmapaxis z
q3map_texturesize 512 512
q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )

{
map textures/yavin/dugdirt.jpg
}
{
map textures/yavin/s_mud2.jpg
alphaGen vertex
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}

textures/ahnonay/terrain_0to2
{
q3map_lightmapsamplesize 64
q3map_lightmapaxis z
q3map_texturesize 512 512
q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )

{
map textures/yavin/dugdirt.jpg
}
{
map textures/yavin/lighturth.jpg
alphaGen vertex
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}

textures/ahnonay/terrain_0to3
{
q3map_lightmapsamplesize 64
q3map_lightmapaxis z
q3map_texturesize 512 512
q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )

{
map textures/yavin/dugdirt.jpg
}
{
map textures/yavin/ground.jpg
alphaGen vertex
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}

textures/ahnonay/terrain_0to4
{
q3map_lightmapsamplesize 64
q3map_lightmapaxis z
q3map_texturesize 512 512
q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )

{
map textures/yavin/dugdirt.jpg
}
{
map textures/yavin/rockwall.jpg
alphaGen vertex
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}

textures/ahnonay/terrain_1to2
{
q3map_lightmapsamplesize 64
q3map_lightmapaxis z
q3map_texturesize 512 512
q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )

{
map textures/yavin/s_mud2.jpg
}
{
map textures/yavin/lighturth.jpg
alphaGen vertex
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}

textures/ahnonay/terrain_1to3
{
q3map_lightmapsamplesize 64
q3map_lightmapaxis z
q3map_texturesize 512 512
q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )

{
map textures/yavin/s_mud2.jpg
}
{
map textures/yavin/ground.jpg
alphaGen vertex
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}

textures/ahnonay/terrain_1to4
{
q3map_lightmapsamplesize 64
q3map_lightmapaxis z
q3map_texturesize 512 512
q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )

{
map textures/yavin/s_mud2.jpg
}
{
map textures/yavin/rockwall.jpg
alphaGen vertex
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}

textures/ahnonay/terrain_2to3
{
q3map_lightmapsamplesize 64
q3map_lightmapaxis z
q3map_texturesize 512 512
q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )

{
map textures/yavin/lighturth.jpg
}
{
map textures/yavin/ground.jpg
alphaGen vertex
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}

textures/ahnonay/terrain_2to4
{
q3map_lightmapsamplesize 64
q3map_lightmapaxis z
q3map_texturesize 512 512
q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )

{
map textures/yavin/lighturth.jpg
}
{
map textures/yavin/rockwall.jpg
alphaGen vertex
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}

textures/ahnonay/terrain_3to4
{
q3map_lightmapsamplesize 64
q3map_lightmapaxis z
q3map_texturesize 512 512
q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )

{
map textures/yavin/ground.jpg
}
{
map textures/yavin/rockwall.jpg
alphaGen vertex
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}

textures/ahnonay/terrain.vertex
{
{
map textures/yavin/dugdirt.jpg
rgbGen vertex
}
}

 

Posted
I have added the .shader file name to shaderlist.txt, and attempted to run it with the .shader in the shader folder AND with it in the scripts folder (I think it's shader, but all the tutorials I've found say scripts). The terrain texture has shown up every time as a blank texture not found.

Just to clarify, do you mean "*/shaders/" or "*/shader/"?

I can't spot anything immediately wrong with the shader file.

Posted

Just to clarify, do you mean "*/shaders/" or "*/shader/"?

I can't spot anything immediately wrong with the shader file.

 

"*/shaders/". I just kinda blurted that out so it wasn't plural.

 

I thought it was weird that there's all these references to "textures/ahnonay/" when there's no folder of that name actually physically there. Is that just a make believe thing I don't understand, or should something actually be there?

Posted

Oh, right, that is a rather major issue :D

I suppose they're a part of the game EasyGen is making these files for, and expects them to be there.

Posted

How do I make it work, then? Is there some way to create those textures, or is there somewhere else to redirect the shader to? I know I can change the path of that location in the export options.

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