Tremulous Forum
Media => Mapping Center => Topic started by: codernem on July 15, 2009, 08:58:23 pm
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Hi all,
Cadynum and I are trying to understand what is wrong with the Netradiant editor, since we were not able to correctly compile and play the simplest map ever (a box with 2 spawns in it, plus a light and a player intermission entity.
The map compiles fine but, when the map loads inside Tremulous, the textures are missing ( grey textures with white lines... you know :P ). To do this try, we used standard ATCS textures (actually, just ONE texture for those 6 sides of the cube).
I noticed that now the compilation creates a shader file inside the scripts folder. This thing was not made by the old Gtkradiant. If I open that file, I see this:
// Custom shader file for testmap.bsp
// Generated by Q3Map2 (ydnar)
// Do not edit! This file is overwritten on recompiles.
testmap/11E8F3184CBF70F10D0C51785C0A4510
{ // Q3Map2 defaulted
{
map $lightmap
rgbGen identity
}
// Q3Map2 custom lightstyle stage(s)
{
map maps/testmap/lm_0000.tga
blendFunc GL_SRC_ALPHA GL_ONE
rgbGen wave noise 0.5 1 0 5.37 // style 1
tcGen lightmap
}
{
map textures/atcs/eq2_bmtl_01.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
Can someone explain me this new feature? I'm starting to think that can be related to out problem. We tried to search around without success. It seems like the compiler redefined the textures... And, in this case, it also used the wrong atcs texture: the eq2_bmtl_01.tga is not actually a tga, but a jpeg... I tried also to rename that file inside the shader, but the result is the same... I never had this problem with the old GtkRadiant...
This is the compilation log:
2.5.17n-svn363
threads: 4
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17n-svn363
NetRadiant - v1.5.0n-svn363 May 10 2009 17:30:47
Your map saw the pretty lights from q3map2's BFG
--- InitPaths ---
VFS Init: /home/dario/.tremulous/base/
VFS Init: /opt/tremulous//base/
VFS Init: /home/dario/.tremulous/base/
VFS Init: /opt/tremulous//base/
--- BSP ---
Creating meta surfaces from brush faces
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
entering scripts/shaderlist.txt (3)
entering scripts/shaderlist.txt (4)
entering scripts/shaderlist.txt (5)
entering scripts/shaderlist.txt (6)
entering scripts/shaderlist.txt (7)
entering scripts/shaderlist.txt (8)
entering scripts/shaderlist.txt (9)
entering scripts/shaderlist.txt (10)
entering scripts/shaderlist.txt (11)
entering scripts/shaderlist.txt (12)
entering scripts/shaderlist.txt (13)
entering scripts/shaderlist.txt (14)
entering scripts/shaderlist.txt (15)
entering scripts/shaderlist.txt (16)
entering scripts/shaderlist.txt (17)
entering scripts/shaderlist.txt (18)
entering scripts/shaderlist.txt (19)
entering scripts/shaderlist.txt (20)
entering scripts/shaderlist.txt (21)
entering scripts/shaderlist.txt (22)
entering scripts/arachnid2.shader
entering scripts/atcs.shader
entering scripts/karith.shader
WARNING: Unknown surfaceparm: "solid"
WARNING: Unknown surfaceparm: "solid"
WARNING: Unknown surfaceparm: "solid"
entering scripts/nexus6.shader
entering scripts/niveus.shader
entering scripts/transit.shader
entering scripts/tremor.shader
entering scripts/uncreation.shader
entering scripts/common.shader
entering scripts/common-trem.shader
entering scripts/titan.shader
entering scripts/displays.shader
entering scripts/misc.shader
entering scripts/plant_life.shader
entering scripts/water.shader
entering scripts/sokolov.shader
entering scripts/atcs3.shader
Script file scripts/ix.shader was not found
Script file scripts/moria.shader was not found
Script file scripts/tim.shader was not found
Script file scripts/trem2.shader was not found
Script file scripts/stone.shader was not found
entering scripts/evil8_base.shader
entering scripts/theIsland.shader
Script file scripts/mars.shader was not found
Script file scripts/frozen.shader was not found
Script file scripts/iceflow.shader was not found
Script file scripts/ingar-textures.shader was not found
607 shaderInfo
--- LoadMapFile ---
Loading /home/dario/testmap/maps/testmap.map
entering /home/dario/testmap/maps/testmap.map
6 total world brushes
0 detail brushes
0 patches
0 boxbevels
0 edgebevels
7 entities
24 planes
0 areaportals
Size: -136, -136, -8 to 136, 136, 144
--- ProcessDecals ---
0 decal projectors
--- CreateMapFogs ---
0 fogs
############### model 0 ###############
block size = { 1024 1024 1024 }
BSP bounds: { -136.000000 -136.000000 -8.000000 } { 136.000000 136.000000 144.000000 }
Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }
--- PatchMapDrawSurfs ---
--- FaceBSP ---
36 faces
56 leafs
--- MakeTreePortals ---
0 tiny portals
0 bad portals
--- FilterStructuralBrushesIntoTree ---
6 structural brushes
16 cluster references
--- FloodEntities ---
4 flooded leafs
--- FillOutside ---
16 solid leafs
36 leafs filled
4 inside leafs
--- CullSides ---
0 hidden faces culled
0 coincident faces culled
--- ClipSidesIntoTree ---
--- FaceBSP ---
6 faces
20 leafs
--- MakeTreePortals ---
0 tiny portals
0 bad portals
--- FilterStructuralBrushesIntoTree ---
6 structural brushes
16 cluster references
--- NumberClusters ---
4 visclusters
4 visportals
16 solidfaces
--- WritePortalFile ---
writing /home/dario/testmap/maps/testmap.prt
--- FloodAreas ---
1 areas
--- AddTriangleModels ---
--- AddEntitySurfaceModels ---
--- FilterDetailBrushesIntoTree ---
0 detail brushes
0 cluster references
----- FogDrawSurfs -----
0 fog polygon fragments
0 fog patch fragments
0 fogged drawsurfs
--- SubdivideFaceSurfaces ---
--- FixTJunctions ---
12 axial edge lines
0 non-axial edge lines
0 degenerate edges
0 verts added for T-junctions
24 total verts
6 naturally ordered
0 rotated orders
0 can't order
0 broken (degenerate) surfaces removed
--- ClassifyEntitySurfaces ---
--- TidyEntitySurfaces ---
0 empty or malformed surfaces deleted
--- MakeEntityDecals ---
(0)
0 decal surfaces
--- MakeEntityMetaTriangles ---
0...1...3...5...6...8... (0)
6 total meta surfaces
6 stripped surfaces
0 fanned surfaces
0 patch meta surfaces
24 meta verts
12 meta triangles
--- TidyEntitySurfaces ---
6 empty or malformed surfaces deleted
--- SmoothMetaTriangles ---
No smoothing angles specified, aborting
--- MergeMetaTriangles ---
0...1...2...3...4...5...6...7...8...9...10... (0)
6 surfaces merged
24 vertexes merged
--- FilterDrawsurfsIntoTree ---
16 references
6 (6) emitted drawsurfs
6 stripped face surfaces
0 fanned face surfaces
0 surface models generated
0 skybox surfaces generated
0 SURFACE_BAD surfaces
0 SURFACE_FACE surfaces
0 SURFACE_PATCH surfaces
0 SURFACE_TRIANGLES surfaces
0 SURFACE_FLARE surfaces
0 SURFACE_FOLIAGE surfaces
0 SURFACE_FORCED_META surfaces
6 SURFACE_META surfaces
0 SURFACE_FOGHULL surfaces
0 SURFACE_DECAL surfaces
0 SURFACE_SHADER surfaces
30 redundant indexes supressed, saving 0 Kbytes
--- FixBrushSides ---
--- EndModel ---
--- EmitMetaStats ---
6 total meta surfaces
6 stripped surfaces
0 fanned surfaces
0 patch meta surfaces
0 meta verts
0 meta triangles
1 light entities stripped
--- ProcessAdvertisements ---
0 in-game advertisements
--- EndBSPFile ---
28 BSP planes
--- WriteSurfaceExtraFile ---
Writing /home/dario/testmap/maps/testmap.srf
Writing /home/dario/testmap/maps/testmap.bsp
Wrote 0.0 MB (5180 bytes)
1 seconds elapsed
Disconnecting
2.5.17n-svn363
threads: 4
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17n-svn363
NetRadiant - v1.5.0n-svn363 May 10 2009 17:30:47
Your map saw the pretty lights from q3map2's BFG
--- InitPaths ---
VFS Init: /home/dario/.tremulous/base/
VFS Init: /opt/tremulous//base/
VFS Init: /home/dario/.tremulous/base/
VFS Init: /opt/tremulous//base/
--- Vis ---
saveprt = true
fastvis = true
Loading /home/dario/testmap/maps/testmap.bsp
Loading /home/dario/testmap/maps/testmap.prt
4 portalclusters
4 numportals
16 numfaces
8 active portals
0 hint portals
visdatasize:40
--- BasePortalVis (8) ---
0...1...2...3...5...5...6...7...8... (0)
creating leaf vis...
Total clusters: 4
Total visible clusters: 20
Average clusters visible: 5.00 (125.000%/total)
Standard deviation: 0.00 (0.000%/total, 0.000%/avg)
Minimum: 5 (125.000%/total, 100.000%/avg)
Maximum: 5 (125.000%/total, 100.000%/avg)
Writing /home/dario/testmap/maps/testmap.bsp
Wrote 0.0 MB (5240 bytes)
2 seconds elapsed
Disconnecting
2.5.17n-svn363
threads: 4
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17n-svn363
NetRadiant - v1.5.0n-svn363 May 10 2009 17:30:47
Your map saw the pretty lights from q3map2's BFG
--- InitPaths ---
VFS Init: /home/dario/.tremulous/base/
VFS Init: /opt/tremulous//base/
VFS Init: /home/dario/.tremulous/base/
VFS Init: /opt/tremulous//base/
--- Light ---
--- ProcessGameSpecific ---
lightning model: quake3
lightmap size: 128 x 128 pixels
lightning gamma: 1.000000
lightning compensation: 1.000000
lightning exposure: 1.000000
lightgrid scale: 1.000000
lightgrid ambient scale: 1.000000
shader lightstyles hack: enabled
keep lights: disabled
patch shadows: disabled
deluxemapping: disabled
--- ProcessCommandLine ---
Fast mode enabled
Ordered-grid supersampling enabled with 4 sample(s) per lightmap texel
Lightmap filtering enabled
Map has shader script /home/dario/testmap/maps/../scripts/q3map2_testmap.shader
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
entering scripts/shaderlist.txt (3)
entering scripts/shaderlist.txt (4)
entering scripts/shaderlist.txt (5)
entering scripts/shaderlist.txt (6)
entering scripts/shaderlist.txt (7)
entering scripts/shaderlist.txt (8)
entering scripts/shaderlist.txt (9)
entering scripts/shaderlist.txt (10)
entering scripts/shaderlist.txt (11)
entering scripts/shaderlist.txt (12)
entering scripts/shaderlist.txt (13)
entering scripts/shaderlist.txt (14)
entering scripts/shaderlist.txt (15)
entering scripts/shaderlist.txt (16)
entering scripts/shaderlist.txt (17)
entering scripts/shaderlist.txt (18)
entering scripts/shaderlist.txt (19)
entering scripts/shaderlist.txt (20)
entering scripts/shaderlist.txt (21)
entering scripts/shaderlist.txt (22)
entering scripts/arachnid2.shader
entering scripts/atcs.shader
entering scripts/karith.shader
WARNING: Unknown surfaceparm: "solid"
WARNING: Unknown surfaceparm: "solid"
WARNING: Unknown surfaceparm: "solid"
entering scripts/nexus6.shader
entering scripts/niveus.shader
entering scripts/transit.shader
entering scripts/tremor.shader
entering scripts/uncreation.shader
entering scripts/common.shader
entering scripts/common-trem.shader
entering scripts/titan.shader
entering scripts/displays.shader
entering scripts/misc.shader
entering scripts/plant_life.shader
entering scripts/water.shader
entering scripts/sokolov.shader
entering scripts/atcs3.shader
Script file scripts/ix.shader was not found
Script file scripts/moria.shader was not found
Script file scripts/tim.shader was not found
Script file scripts/trem2.shader was not found
Script file scripts/stone.shader was not found
entering scripts/evil8_base.shader
entering scripts/theIsland.shader
Script file scripts/mars.shader was not found
Script file scripts/frozen.shader was not found
Script file scripts/iceflow.shader was not found
Script file scripts/ingar-textures.shader was not found
607 shaderInfo
Loading /home/dario/testmap/maps/testmap.bsp
Loading /home/dario/testmap/maps/testmap.srf
--- LoadMapFile ---
Loading /home/dario/testmap/maps/testmap.map
entering /home/dario/testmap/maps/testmap.map
1 light entities
--- SetupBrushes ---
6 opaque brushes
--- SetupDirt ---
48 dirtmap vectors
--- SetupFloodLight ---
64 numFloodVectors
--- SetupSurfaceLightmaps ---
6 surfaces
6 raw lightmaps
0 surfaces vertex lit
6 surfaces lightmapped
6 planar surfaces lightmapped
0 non-planar surfaces lightmapped
0 patches lightmapped
0 planar patches lightmapped
--- SetupTraceNodes ---
242 trace windings (0.12MB)
464 trace triangles (0.04MB)
248 trace nodes (0.02MB)
125 leaf nodes (0.01MB)
1 average windings per leaf node
13 max trace depth
--- SetupGrid ---
Grid size = { 64, 64, 128 }
50 grid points
--- CreateLights ---
WARNING: Styled light found targeting
** 1 point lights
0 spotlights
0 diffuse (area) lights
0 sun/sky lights
--- SetupEnvelopes (fast) ---
1 total lights
0 culled lights
--- TraceGrid ---
0...1...2...3...4...5...6...7...8...9... (0)
5 x 5 x 2 = 50 grid
0 grid points envelope culled
0 grid points bounds culled
--- MapRawLightmap ---
0...1...3...3...5...5...6...8...8. (0)
5032 luxels
4896 luxels mapped
136 luxels occluded
--- FloodlightRawLightmap ---
0...1...3...3...5...5...6...8...8. (0)
0 custom lightmaps floodlighted
--- SetupEnvelopes (fast) ---
1 total lights
0 culled lights
--- IlluminateRawLightmap ---
0...1...3...3...5...5...6...8...8. (0)
5032 luxels illuminated
--- IlluminateVertexes ---
0...1...3...3...5...5...6...8...8. (0)
48 vertexes illuminated
0 lights plane culled
0 lights envelope culled
0 lights bounds culled
0 lights cluster culled
--- StoreSurfaceLightmaps ---
Subsampling...sorting...allocating...storing...
writing /home/dario/testmap/maps/testmap/lm_0000.tga
projecting...done.
2516 luxels used
32768 luxels stored (7.68 percent efficiency)
0 solid surface lightmaps
0 identical surface lightmaps, using 0 luxels
0 vertex forced surfaces
0 vertex approximated surfaces
2 BSP lightmaps
2 total lightmaps
2 unique lightmap/shader combinations
--- WriteMapShaderFile ---
Writing /home/dario/testmap/maps/../scripts/q3map2_testmap.shader.
1 custom shaders emitted
Writing /home/dario/testmap/maps/testmap.bsp
Wrote 0.1 MB (104048 bytes)
1 seconds elapsed
Disconnecting
Thanks :-*
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Yeah, Radiant creates a random shader file for the special lightmaps (Your using _style on one of your lights so it creates this). Just keep it in the scripts folder.
As for the jpeg/tga thing don't worry that shouldn't cause any problems.
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yes, ok, thanks for the explanation. The problem is that the textures are not showing once I load the map inside Tremulous...
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make sure you have the textures in your .pk3
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Same problem.
We solved disabling the lightmap generation. Just check that the light entities do NOT have the attribute "style".
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Yeah, Radiant creates a random shader file for the special lightmaps (Your using _style on one of your lights so it creates this). Just keep it in the scripts folder.
As for the jpeg/tga thing don't worry that shouldn't cause any problems.
you're supposed to put the script file and the autogenerated folder of TGA files it outputs in the pk3 as well.