Tremulous Forum
Media => Mapping Center => Topic started by: nudie on April 11, 2009, 04:52:17 am
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I made a mod of tremor but it looks weird because there are no shadows.
Here's the pk3 filehttp://ifile.it/kl9z7mg (http://ifile.it/kl9z7mg)
Here's the map filehttp://ifile.it/lzunek4 (http://ifile.it/lzunek4)
Here are screenshots
(http://img177.imageshack.us/img177/3319/mod1.jpg)
(http://img177.imageshack.us/img177/1974/mod2.jpg)
Can someone help me? ???
BTW this is my first map and I've just started learning to map.
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Compile with BSP and -light settings.
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I'm using GtkRadiant 1.5.0 and I've tried compiling with the last few options which included -light. I don't know whats wrong.
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When you texture a map, you should only select the visible faces (ctrl+shift+click) not the whole brush. All other surfaces should be covered with caulk. Also you should use Surface inspector (S) to resize/fit/stretch the textures to fit better on the surfaces.
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When you texture a map, you should only select the visible faces (ctrl+shift+click) not the whole brush. All other surfaces should be covered with caulk. Also you should use Surface inspector (S) to resize/fit/stretch the textures to fit better on the surfaces.
Ok. But can you tell why the lighting/shadows don't work?
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Are you sure that it is overwriting the .bsp when you recompile with different options? You can try to delete the old one if you are not sure. Also check the radiant console (press O) for any errors during compile (make sure Preferences -> Build -> Enable build process monitoring is checked). Other then that, I don't know.
EDIT: I tried to compile it, but it has lots of leaks. You seem to have made many brushes that should be structural into details (ctrl+D or Brush menu > make detail) After fixing all the leaks and compiling I got lots of warnings like "WARNING: surface at ( -136 -1112 -232) ( 2488 -1112 -224) too large for desired samplesize/lightmapsize/lightmapscale combination, increased samplesize from 16 to 21" tho the map had lighting when I tried it.
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Thnx. I just realized my map had a lot of mistakes. I managed to get the lighting too. After playing it, I realized there were a lot of missing textures. What do I do now?
I am very new to this. Any help would be welcomed.
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Make a new directory base/textures/mapname/ and put all the textures you are going to use in there, and then only use those textures from that folder. When you make the .pk3, include that folder (map-mapname-version.pk3/textures/mapname).
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Some textures aren't actually missing, but they are replaced with a crosshatch. What's wrong here?
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why have you retextured tremor?
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I was thinking that the problem might have been ambient lighting but I guess not.
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How come when I compile the map with lights, some textures are crosshatched? They are white lines and gray boxes.
However, this doesn't happen when I compile without lights.
(http://img245.imageshack.us/img245/1044/asdssdda.jpg)
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after loading map and getting those errors, check console, it will report what textures were not able to load, im sure that will help.
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That grey with white lines = missing texture.
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you aren't including the generated shader file, and the generated lightmaps that come with that shader.
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I can't find the shader file.
Here's the link to the final map file
http://ifile.it/rgxp172 (http://ifile.it/rgxp172)
May someone please compile it for me?
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that file didnt look as the one shown on screenshot, it looks the same as the original map. try this before you upload another:
/sv_pure 0
/devmap abc
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that file didnt look as the one shown on screenshot, it looks the same as the original map. try this before you upload another:
/sv_pure 0
/devmap abc
Yes, I've tried that but some textures are still missing for some reason.
It doesn't look like that one shown on the screenshot because it's the final version.
BTW, I only used the default texures included in tremor so I don't know why they are missing.
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Hello there...
If you have several maps installed besides the default ones, check one by one (.pk3) at the /texture/ folder... sometimes, some maps includes additional textures for other maps... for example:
Suppose there is a map named "xyz.pk3" but inside of its /textures/ folder, you will find /textures/xyz and /texture/tremor.
At netradiant (or gtkradiant) you will only see "tremor", so be sure that any texture you use is actually inside the pk3 you are using or inside the texture folder.
I hope that help...
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you aren't including the generated shader file, and the generated lightmaps that come with that shader.
trust me, i know this from experience. there's several generated lightmaps and a generated shader script with maps with flickering lights/etc and you aren't putting it in your pk3.
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A EQ2-textured Tremor?
THIS IS MADNESS
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you aren't including the generated shader file, and the generated lightmaps that come with that shader.
trust me, i know this from experience. there's several generated lightmaps and a generated shader script with maps with flickering lights/etc and you aren't putting it in your pk3.
When I compile using GTKRadiant, all I get is tremod.bak, tremod.prt, tremod.srf and tremod.bsp. Which one is the shader and lightmap?
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they're in your scripts/ subfolder. not maps/
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they're in your scripts/ subfolder. not maps/
When I compile using GTKRadiant, all I get is tremod.bak, tremod.prt, tremod.srf and tremod.bsp.
I don't think my GTKRadiant generated any files other than the ones above.
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those files are in your maps/ subdirectory. the generated script files are in your scripts/ subdirectory.
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those files are in your maps/ subdirectory. the generated script files are in your scripts/ subdirectory.
The files I mentioned were generated onto the desktop. How come the maps and scripts folders are not generated?
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typically when you're making a map, {net,gtk}radiant defaults to using your tremulous data directory, i.e. on linux ~/.tremulous/base or on windows Application Data\Tremulous\base.