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Missing Quake 4 textures in GTKRadiant under linux

Posted: Tue May 29, 2007 5:38 pm
by SpleenX
Hi,

I've been trying to run GTKRadiant 1.5.0 under linux (Debian Etch) for a couple of days. It runs perfectly with Doom 3, no problems, but with Quake 4 I get a couple of errors I have no idea how to fix.

First up, I have managed to build and compile a map, so it's not completely broken. However Quake 4 under linux has no DMAP, so I ran the win32 version under wine 9.31 to compile a simple square room. Worked fine.

Buuuut - In GTKRadiant's log file I get this error :

Started logging to /home/paul/.radiant/1.5.0/radiant.log
Today is: Sun May 27 00:03:48 2007
This is GtkRadiant '1.5.0' compiled Mar 2 2006
Official qeradiant.com build by SPoG
gcc version: 3.4.4
failed to find entityDef "actor_default" inherited by "env_ragdoll_marine"
failed to find entityDef "actor_default" inherited by "env_ragdoll_marine_meathook"
parsing skins from "characters.skin"
parsing skins from "decals.skin"
parsing skins from "items.skin"
parsing skins from "monsters.skin"
parsing skins from "multiplayer.skin"
parsing skins from "weapons.skin"
Parsing shaderfile materials/banners.mtr
Parsing shaderfile materials/canyon.mtr
shader instance: "textures/canyon/can_plate_01brown": shader template not found: "generic_Localvariant"
shader instance: "textures/canyon/can_gatehalf_01": shader template not found: "generic_materialimageshader"
shader instance: "textures/canyon/can_ledge_lower_01": shader template not found: "generic_materialimageshader"
shader instance: "textures/canyon/can_ledge_Upper_01": shader template not found: "generic_materialimageshader"
shader instance: "textures/canyon/can_midwall_02": shader template not found: "generic_materialimageshader"
shader instance: "textures/canyon/can_topwall_02": shader template not found: "generic_materialimageshader"

This goes on for a while. It parses some of the .mtr's and not others. Anybody got any idea why?

The other error I get is that GTKRad doesn't load in any AI to the entity list, as well as a couple of other things. I cut and pasted a couple of strogg from another map, and in the editor they display as small green boxes rather that a wireframe mesh. Once they're in the map, they show up in the enity list too. Any ideas?

Thanks in advance for any replies.