Texture problem in gtkradiant 1.5 (quake 3 arena)

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Hackerx72
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Joined: Wed Dec 19, 2007 3:31 pm

Texture problem in gtkradiant 1.5 (quake 3 arena)

Post by Hackerx72 »

So I have solved some problems out here in these quake forums and when I solve 1 problem, I crash into another one :eek:

You all know how to let your custum textures apear into your gtkradiant.
-I have put my textures into a pk3 file and pasted it into my baseq3 folder.
-I suppose I "could" now load them if im in my gtkradiant program.

So I open my gtkradiant and I see all my texture folders.
-I build a basic room and texture it with my custum textures.
-I save it
-I build it with the option "Q3Map2: (single) BSP -meta"
(I have tried it with the default textures from quake and these work)

When I build it I get these errors into the log:
Warning: Couldn't find image for shader textures/dxmetal(folder of metal textures)/coretexmetal.utx-metal (the actual texture duh)

I have uploaded my pk3 map on megaupload.
If you insist, try it out on your gtkradiant. The textures are exported from deus ex.
http://www.megaupload.com/nl/?d=OXH3QACF
[color=#BF0000]If you mess with the best, you die like the rest!!![/color]
obsidian
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Re: Texture problem in gtkradiant 1.5 (quake 3 arena)

Post by obsidian »

First of all, assets from other games are usually protected by copyright. Make sure you don't violate any copyrights, I don't think I even need to mention the consequences.

Your PK3 doesn't even contain a map. It's just a bunch of textures.

As I mentioned in the other thread, you need to update your shaderlist.txt
Hackerx72
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Re: Texture problem in gtkradiant 1.5 (quake 3 arena)

Post by Hackerx72 »

obsidian wrote:First of all, assets from other games are usually protected by copyright. Make sure you don't violate any copyrights, I don't think I even need to mention the consequences.

Your PK3 doesn't even contain a map. It's just a bunch of textures.

As I mentioned in the other thread, you need to update your shaderlist.txt
I exported them with Unreal editor (witch you can use for deus ex editing) so I don't think they are copy protected.
obsidian
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Re: Texture problem in gtkradiant 1.5 (quake 3 arena)

Post by obsidian »

For most games you can use the textures to make your own maps *for that game*, but you cannot redistribute the textures or use them for a different game.

For example, I can use all the Q3 assets to make my custom Q3 map, but I cannot redistribute the textures (players with Q3 already have them) and I cannot export these textures to another game like Unreal or Deux Ex.

The shaderlist.txt is in your baseq3/scripts directory. Just open it up with Notepad and add the name of the texture directories.
Hackerx72
Posts: 17
Joined: Wed Dec 19, 2007 3:31 pm

Re: Texture problem in gtkradiant 1.5 (quake 3 arena)

Post by Hackerx72 »

obsidian wrote:Your PK3 doesn't even contain a map. It's just a bunch of textures.
EDIT: Like you said I have added my names of my maps where the textures are like "dxwood" and etc so that worked.
When I built the map with the first build option it went good but when I play the map (i used sv_pure 0) then the screen gets mixed
up with all the textures i have and its really a mess.

Then when i open the console i see this:
Fatal: can't open maps/HX72HQ.aas
...

Couldn't find image for shader levelshots/HX72HQ.tga (no big deal I think)
Couldn't find image for shader textures/dxwood/coretexwood.utx - wood
...
WARNING: light grid mismatch


EDIT2: I conclude after some research that I need to make a .shader file and that was some problem I think.
Can you tell me how I can create a .shader file or where I can easly learn it because im totally clueless. I think when I have made the shader files that this problem is solved. :smirk:
[color=#BF0000]If you mess with the best, you die like the rest!!![/color]
g0th-
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Re: Texture problem in gtkradiant 1.5 (quake 3 arena)

Post by g0th- »

put you map.bsp in the pk3 file and see if it still won't work ingame, and make sure sv_pure 1 is on when you test this
[url]http://www.g0th.se[/url]
Hackerx72
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Re: Texture problem in gtkradiant 1.5 (quake 3 arena)

Post by Hackerx72 »

g0th- wrote:put you map.bsp in the pk3 file and see if it still won't work ingame, and make sure sv_pure 1 is on when you test this
sv_pure 1??! I thought the best way to test somethin is with sv_pure 0 because "1" ignores all the other custum things you use, isn't it? :confused:
Ow well i should try it anyways.

Do .aas files mather anyway cuz ive seen them in the original quake3 "maps" folder?
I said early'er that i thought i needed to make a shader file for my jpgs why is no one reacting to that. I don't know how to make shaders.
This is fckn hard to just use some goddamn custum textures. Isn't there a program that makes shaders for you?
In some tuts they just said "just put the textures into the pk3 file in the textures directory. It is that simple". Simple? My ass simple this ain't simple. I am goofing around with my prog for like a month with this texture problem. I just want to use custums why doesn't god let me why for gods sake! :cry:
Last edited by Hackerx72 on Fri Dec 21, 2007 11:17 am, edited 1 time in total.
[color=#BF0000]If you mess with the best, you die like the rest!!![/color]
g0th-
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Re: Texture problem in gtkradiant 1.5 (quake 3 arena)

Post by g0th- »

when you set sv_pure 1 the engine looks for files inside the pk3 files. When set 0 the engine only looks in your normal folders inside of baseq3.

If I remember correctly .aas files are used to enter info about you map, you shouldn't need a .aas file just to get you textures to work.
[url]http://www.g0th.se[/url]
Hackerx72
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Re: Texture problem in gtkradiant 1.5 (quake 3 arena)

Post by Hackerx72 »

Ow thats a gold tip ty.
If this isn't working i must make shaders i think. even when i hell not know why XD
EDIT: It isnt working. The gtkradiant still says that he didnt found the directory where the shader is. There is no shader! SO HOW THA FUCK DO I MAKE THEM pls lol :tard:
[color=#BF0000]If you mess with the best, you die like the rest!!![/color]
obsidian
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Re: Texture problem in gtkradiant 1.5 (quake 3 arena)

Post by obsidian »

g0th- wrote:If I remember correctly .aas files are used to enter info about you map, you shouldn't need a .aas file just to get you textures to work.
PJW and I aren't the only ones who are senile... looks like it's contagious! .aas files are the Area Awareness System files used by the bots to navigate around the map. You don't need them to test the map, only when you want bots. You'll have to compile one eventually using bspc.exe, but it's not a necessity. You're thinking about .arena files, which states gametypes, default bot loadout, long and short names of the map, etc. The .arena file is also not crucial at this stage.

You don't necessarily need shader files if all your textures are just flat surfaces. Shaders are text file scripts that dictates how surfaces appear and interact. All the glowy, spinny, light emitting, transparent, two sided, noclipping, etc. textures are controlled by shaders. You can live without them, but they are what makes Q3 look like Q3. If you want to learn, best way is to look at the default id Software shaders and using the shader manual as a reference.

Q3Map2 Shader Manual (not exactly light reading):
http://www.robotrenegade.com/q3map2/docs/shader_manual/




Hint: See anything glaringly wrong with this error? Should be pretty obvious.
Couldn't find image for shader textures/dxwood/coretexwood.utx
pjw
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Re: Texture problem in gtkradiant 1.5 (quake 3 arena)

Post by pjw »

Just for the sake of clarity, .utx texture files don't work with radiant and Quake 3 editing, You need .tga or .jpg.
Hackerx72
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Re: Texture problem in gtkradiant 1.5 (quake 3 arena)

Post by Hackerx72 »

pjw wrote:Just for the sake of clarity, .utx texture files don't work with radiant and Quake 3 editing, You need .tga or .jpg.
I know dude. I have exported them and converted to jpg. I have managed to make shaders but it's going to take alot of work.


SO TY ALL GUYS THIS THING IS ROLLING FINALLY!!!
[color=#BF0000]If you mess with the best, you die like the rest!!![/color]
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roughrider
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Re: Texture problem in gtkradiant 1.5 (quake 3 arena)

Post by roughrider »

Now that you are heading in the right direction, kudos to you. And for further learning experience, I suggest using the Search as much as possible for things that you may need help with as most certainly it has been covered at one time or another.
The top 4 sticky threads have a wide range of info in them and have links going to various areas with more info in them. Hence the thread names like "Starting Quake Mapping - Link Resources", "Quake III Editing Archives" etc. The one about "Common Error Messages" would be an excellent place to start when you run into any more error messages.
I would also like to suggest that you read through the first listed thread, "Starting Quake Mapping - Link Resources" and ponder over the information in it. Some of the links in it are old and may be dead but you can still get a good range of info from that thread.

And so you don't get too riled up, I think some understanding of why I posted the above is in order. The "Sticky" threads are a valuable resource and a lot of time and effort has been put into them by a good amount of people to provide information to the masses, hence the reason why they are "Sticky" and not floating around in the void somewhere.
We are a helpful bunch of people, some of us are a little grouchy ( like me ) at times, but we don't mind helping. Just save some time by looking in those threads first for answers to your questions before posting. If you dont see an answer to your question(s) there, start a thread about it and we will help the best we can.
Team *A51* Q3 & QL
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