Problem with creating first level
Problem with creating first level
I have created a room in GTKRadiant 1.5.
I have created my own texture 'bla.tga' and placed it in 'baseq3/textures/bla'.
I have applied my custom texture to the roof in my level.
I have created bla.shader in 'baseq3/scripts'.
I have added 'bla' to shaderlist.txt.
I have successfully loaded my level.
My script is as follows within ***:
***
textures/bla
{
map textures/bla/bla.tga
tcMod scroll 1.0 1.0
}
***
The problem is the that texture on the roof is not scrolling.
I have read the GTKRadiant 1.5 manual for 12 hours and read numoures dated websites but have not been able to solve my problem.
I suspect there is mandatory 'elements' that are required for a shader file that I have not added; documentation does not mention such.
Does anyone know why this problem is occuring?
I have created my own texture 'bla.tga' and placed it in 'baseq3/textures/bla'.
I have applied my custom texture to the roof in my level.
I have created bla.shader in 'baseq3/scripts'.
I have added 'bla' to shaderlist.txt.
I have successfully loaded my level.
My script is as follows within ***:
***
textures/bla
{
map textures/bla/bla.tga
tcMod scroll 1.0 1.0
}
***
The problem is the that texture on the roof is not scrolling.
I have read the GTKRadiant 1.5 manual for 12 hours and read numoures dated websites but have not been able to solve my problem.
I suspect there is mandatory 'elements' that are required for a shader file that I have not added; documentation does not mention such.
Does anyone know why this problem is occuring?
Re: Problem with creating first level
It is usually a good idea to simply search for a shader that does what you want, i.e. scroll. To then duplicate its code, changing its name and using your texture instead, e.g.:
A quick compare seems to hint that your map ... code should be placed in a separate stage, i.e. in another pair of {} brackets:
I am sure Obsidian can give you explicit help.
Code: Select all
textures/aecantw2/ae_zzztpink
{
qer_editorimage textures/sfx/proto_zzztpink.tga
q3map_backsplash 0 0 // Avoid point source lighting on face
q3map_surfacelight 1000 // was 2000, far too bright
q3map_lightsubdivide 32 // Finer subdivision
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
{
map textures/sfx/proto_zzztpink.tga
tcGen environment
tcMod turb 0 0.1 0 0.1
tcmod scroll .1 .1
blendfunc GL_ONE GL_ONE
}
}
Code: Select all
textures/bla
{
qer_editorimage textures/bla/bla.tga // Might be required for GTKradiant to show the texture in-editor.
{
map textures/bla/bla.tga
tcMod scroll 1.0 1.0
blendfunc GL_ONE GL_ONE // Not sure, this may also help.
}
}
Re: Problem with creating first level
Tried the blendfunc and also added another pair of {} but did not work..
Re: Problem with creating first level
Obvious but sometimes easily over looked. Are you sure you have applied the shader? Shaders are shown in radiant with a white border.
Re: Problem with creating first level
There is no white border around my texture. I suspect this is an indication that the shader has not been coorelated with the texture?
How can a shader be applied to a texture?
How can a shader be applied to a texture?
Re: Problem with creating first level
Note: The white border shows around the shader in the textures (t-key) window!
Try selecting the shader from the textures menu, i.e. the "blah". It should then load all the shaders in blah.shader... and one with the frame around it should be present in your textures window.
Try selecting the shader from the textures menu, i.e. the "blah". It should then load all the shaders in blah.shader... and one with the frame around it should be present in your textures window.
Re: Problem with creating first level
Where is the texture menu located?
Re: Problem with creating first level
If you are refering to the window that has thumbnails of all the textures; I applied 'Show shaders' & 'Shaders Only', and some of the menu's dissapear, and 'Bla' is still there. Within bla is my texture, however a white boarder is not around it.
Re: Problem with creating first level
In the GTKradiant menu bar... where File, Edit, etc are also present. Select "Textures" menu there. It will list all the shaders mentioned in shaderlist.txt at the lower end of that menu, your "blah" shader should also be present.
Re: Problem with creating first level
There is no 'Textures' in any of the tab menu's, or icons in the bar bellow.
I am using the latest version of GTKRadiant; 1.5.
I am using the latest version of GTKRadiant; 1.5.
Re: Problem with creating first level
Just noticed in your shader file you should name it:
As a test rename your shader (not the shader file) to
- textures/bla/bla
- textures/bla
As a test rename your shader (not the shader file) to
- textures/bla/bla_test
Re: Problem with creating first level
Sorry, I am using GTKradiant 1.2.13... and I "thought" they kept the menu in 1.5... alas I do not have 1.5 installed... maybe one of the other mappers can help out here.N|K wrote:There is no 'Textures' in any of the tab menu's, or icons in the bar bellow.
I am using the latest version of GTKRadiant; 1.5.
Re: Problem with creating first level
No problem man, thanks for your help anyway, it has been appreciated! (Y)
Re: Problem with creating first level
Read up on the shader manual linked in my signature.
In GtkRadiant 1.5.0's default layout the texture menu is in the bottom right corner. If your texture does not have a white border around it, it means that it does not have an attributed shader file to it, or it's not reading the shader file correctly (either because it can't find it or it has syntax errors in it preventing it from being read correctly).
Basics of texture organization is as follows:
Placement of custom textures should always be in a custom subdirectory, something like these two examples:
Shaders need to be in the "scripts" directory. You can call the shader file anything you want, but for organizational purposes, it is generally the same as the custom texture subdirectory:
To make GtkRadiant read the shader, you add them to the shaderlist.txt. If the shader file is obsidian_mymap.shader, I would add obsidian_mymap in the shaderlist, and in your example, you would add bla.
Within the shader file is a listing of all shaders scripts. Each one headed by the name of the shader, which in general (but not always) is the directory path to your texture file:
It must then be followed by a matching pair of curly brackets, { and }, this denotes the contents of this shader script as opposed to other shaders scripts in the same file. Within this bracket are general/global shader directives like q3map_*, surfaceparm, qer_*, etc..
For each additional texture stage, they must be enclosed within another pair of curly brackets within the first pair. Textures are always listed as .tga regardless if it is actually a .tga or a .jpg.
So, in your example, assuming the texture is in "textures/bla/bla.tga", your shader would be as follows:
In GtkRadiant 1.5.0's default layout the texture menu is in the bottom right corner. If your texture does not have a white border around it, it means that it does not have an attributed shader file to it, or it's not reading the shader file correctly (either because it can't find it or it has syntax errors in it preventing it from being read correctly).
Basics of texture organization is as follows:
Placement of custom textures should always be in a custom subdirectory, something like these two examples:
Code: Select all
textures/obsidian_mymap/texturename.tga
textures/bla/bla.tga
Code: Select all
obsidian_mymap.shader
bla.shader
Within the shader file is a listing of all shaders scripts. Each one headed by the name of the shader, which in general (but not always) is the directory path to your texture file:
Code: Select all
textures/obsidian_mymap/texturename
textures/bla/bla
For each additional texture stage, they must be enclosed within another pair of curly brackets within the first pair. Textures are always listed as .tga regardless if it is actually a .tga or a .jpg.
So, in your example, assuming the texture is in "textures/bla/bla.tga", your shader would be as follows:
Code: Select all
textures/bla/bla
{
{
map textures/bla/bla.tga
tcMod scroll 1 1
}
}
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Re: Problem with creating first level
Hey man! The problem is solved.. I was just missing 3 bytes of code!
textures/bla
to
textures/bla/bla
Your advisory has been much appreciated!
textures/bla
to
textures/bla/bla
Your advisory has been much appreciated!