Author Topic: Shaderlist.txt and other directory errors [Completely solved :D]  (Read 13296 times)

Rice

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Hey, I just joined so I can get some help on this mapping business. I came from WTF forums and apparently I'm really impatient to wait for an answer. So... I thought I can post my problem here.

Ok, first of all, the shaderlist.txt problem. I have NetRadiant for Mac OS. Right now, I don't really know where the directory for Tremulous is supposed to be. Also, due to my other failed attempts at installing other GTKradiant-related software, I have a folder called scripts within my base folder. When I set the path with NetRadiant to /Applications/Tremulous/ I get this message:
Parsing shader files from /Applications/Tremulous/base/scripts/shaderlist.txt
Couldn't find '/Applications/Tremulous/base/scripts/shaderlist.txt'

So then I found a shaderlist.txt within my netradiant download package and I copied that into my scripts folder. I did the same thing and I got this:

Gtk-WARNING **: Unable to find default local directory monitor type

Gtk-WARNING **: Unable to find default local directory monitor type

Gtk-WARNING **: Unable to find default local directory monitor type

Gtk-WARNING **: Unable to find default local directory monitor type

saving global preferences to /Users/user1/.netradiant/1.5.0/global.pref
saving local preferences to /Users/user1/.netradiant/1.5.0/trem.game/local.pref

And this problem leads to another problem which is I don't have any shaders. According to the pictures, I have the scroll bar for the textures but there's nothing there.

My screen:


NetRadiant Tutorial Screen:


So if there's ANY OTHER files I have to put in scripts such as entities or something, can anyone help me with that too.

Thanks :)
« Last Edit: October 11, 2010, 09:00:19 pm by Rice »

CreatureofHell

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Re: Shaderlist.txt and other directory errors
« Reply #1 on: October 03, 2010, 09:33:38 pm »
On the second picture it looks like they're there...
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<Timbo> posting on the trem forums rarely results in anything good

CATAHA

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Rice

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Well that problem is actually solved now, by moving NetRadiant into the base folder, but I have a new problem. When I build the map, I get a map leak error and a LoadPortals error which says: LoadPortals: couldn't read /Users/user1/.tremulous/base/maps/test1.prt
By the way, my map name is test1.map

So when I go to tremulous and try to run my map, it says it's not found.

CATAHA

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Your map not found in game 'caus bsp not compiled due to errors.
Leak means u have holes in your map to the void. Thats why u have no portal file. both errors linked )))
Quote:

ERROR: LoadPortals: couldn't read c:\progra~1\raven\startr~1\baseEF/maps/unnamed.prt
Your map has a leak somewhere that needs to be fixed.

Just find badly aligned walls, or some entities outside map or something. use view->camera->next leak spot after compilation try. Or just press shift+ctrl+K

UPD:
Btw, good link for you at start: http://tremulous.net/forum/index.php?topic=12861.0
« Last Edit: October 04, 2010, 01:42:40 am by CATAHA »
Russian q3/trem mapping site: http://tremlair.krond.ru/
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Ice Trap (InstaGib)

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Rice

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Ok cool, I'll see if the map leak problem gets solved. But before that, I actually have another problem. When I save my map using NetRadiant, I can only save it as a Quake3 map or Quake3 region. There is no Tremulous map. So I'm wondering how I can save my maps as Tremulous maps. And that's probably why Tremulous can't find my maps.

CreatureofHell

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Ok cool, I'll see if the map leak problem gets solved. But before that, I actually have another problem. When I save my map using NetRadiant, I can only save it as a Quake3 map or Quake3 region. There is no Tremulous map. So I'm wondering how I can save my maps as Tremulous maps. And that's probably why Tremulous can't find my maps.

Map type for Quake3 is the same as tremulous. The .map format is normal.
{NoS}StalKer
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<Timbo> posting on the trem forums rarely results in anything good

Rice

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Um I'm still getting the map leaked problem. I had an info_player_transmition and 2 spawns for human and alien. Just for testing. I put them all in a box with one cube space above the floor. But I'm still getting map leaks... so I can't compile my map...

Edit: Plus even when I removed every entity, there's still a leak...
« Last Edit: October 04, 2010, 10:43:25 pm by Rice »

CATAHA

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In your case leac can hole between brushes. How u maked box? its just box or you maked hollow? Caus if its just box... they are solid in Q3 =D
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

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Rice

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Um... I'm not really sure of what you said... but It's a box made from combining blocks together to make a box. Not a big box that I made hollow. But this time I put NO entities inside the box and the map is still leaking. And there are no actual leaks in the box. (Refer to picture). So yea, this is really annoying.

CreatureofHell

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That looks like quite a nice box. Something you might want to get used to at the start of trem mapping is the diagonal wall clipping thingy whatsitsname. See mapping wiki or one of brain's video tutorials for more info.
{NoS}StalKer
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<Timbo> posting on the trem forums rarely results in anything good

UniqPhoeniX

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Are the brushes overlapping by any chance? Also any tiniest hole is enough for a leak, make the brushes on a larger grid size (press 5) for easier alignment. No reason to take out the entities, just make sure they are ~8 units from any brushes. Also only structural brushes block vis & stop leaks.

mooseberry

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That looks like quite a nice box. Something you might want to get used to at the start of trem mapping is the diagonal wall clipping thingy whatsitsname. See mapping wiki or one of brain's video tutorials for more info.

No it is not a nice box, because the brushes are overlapped.
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CreatureofHell

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That looks like quite a nice box. Something you might want to get used to at the start of trem mapping is the diagonal wall clipping thingy whatsitsname. See mapping wiki or one of brain's video tutorials for more info.

No it is not a nice box, because the brushes are overlapped.

My point was that some aren't which is better than all.
{NoS}StalKer
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<Timbo> posting on the trem forums rarely results in anything good

Rice

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The brushes weren't over lapping... Its just when you look at it from a particular angle, theres a wall in front, and a wall in the back. But the don't overlap... So the map isn't leaking and I was able to successfully compile and stuff but then I still couldn't find the map in the console of Tremulous...

CreatureofHell

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The yx view and zy view say otherwise unless you have separate blocks in the corners that aren't part of your walls.
{NoS}StalKer
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<Timbo> posting on the trem forums rarely results in anything good

CATAHA

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The brushes weren't over lapping... Its just when you look at it from a particular angle, theres a wall in front, and a wall in the back. But the don't overlap... So the map isn't leaking and I was able to successfully compile and stuff but then I still couldn't find the map in the console of Tremulous...
Compilation success? Then u just need proper pk3 =) A lot of docs about it.
Russian q3/trem mapping site: http://tremlair.krond.ru/
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UniqPhoeniX

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Or /sv_pure 0, then /devmap mapname.

CATAHA

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Ah, ye.... dont 4get put info_human_intermission,info_alien_intermission,info_player_intermission entities on map... and at least 1 egg and 1 node. =D
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

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Rice

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The yx view and zy view say otherwise unless you have separate blocks in the corners that aren't part of your walls.

There's the bold lines that look like they overlap but they don't.

The brushes weren't over lapping... Its just when you look at it from a particular angle, theres a wall in front, and a wall in the back. But the don't overlap... So the map isn't leaking and I was able to successfully compile and stuff but then I still couldn't find the map in the console of Tremulous...
Compilation success? Then u just need proper pk3 =) A lot of docs about it.

So what can I do to convert the map file to a pk3?


Or /sv_pure 0, then /devmap mapname.

I already did that. No success.


Ah, ye.... dont 4get put info_human_intermission,info_alien_intermission,info_player_intermission entities on map... and at least 1 egg and 1 node. =D

I did that too :P But of course, no success...

c4

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Hello,

The reason you cant find your map i assume, even if it is in bsp format is because on mac the homepath is actually /Users/name/Library/Application Support.
Drop your bsp in the "maps" folder inside the base at the previously stated location.  If no maps folder exists, make one. 

Also, to make a pk3 on mac, you put your bsp in a folder called "maps" your .arena and shader files in a folder called "scripts" your levelshot in a folder called "levelshots", and your textures in a folder called "textures".  Remember that aside from the textures, all your files should be named the same as the bsp, just  using the file extension it already has. For instance, if your map name was win.bsp, then your levelshot would be win.jpg. ANYWAYS, after you have your folders (only the maps one is actually needed), zip up all the files, and rename the archive to map-mapname.zip.  then right click (control click) the zip file and click "get info"  in the screen that follows, uncheck the box that says "hide extension" and replace the .zip with .pk3.  A prompt will come up asking you to confirm that you want to change the extension.  On mac, if you just rename the file to pk3 the standard way, itll just add .zip to the end, so you actually have to follow that.
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CATAHA

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1st: check for .bsp file after compilation. If you have t - compilation was success.
2nd: pack at least .arena and .bsp files into .pk3.
3rd: put your ready .pk3 file in /base/ folder of tremulous.
If you maked all correct - your map should work!
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

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Rice

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Well I can't copy the original .bsp file because I can't access .tremulous in finder. And I can't save to Tremulous in Application Support through NetRadiant. Also, I don't really know what a .arena is. And I never found one either. There is a scripts but there is no levelshots (unless I have to make one, which would make this question sound really idiotic...). So I can't even find my .bsp file except through terminal but I won't be able to copy it anywhere to see it.


c4

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Well I can't copy the original .bsp file because I can't access .tremulous in finder. And I can't save to Tremulous in Application Support through NetRadiant. Also, I don't really know what a .arena is. And I never found one either. There is a scripts but there is no levelshots (unless I have to make one, which would make this question sound really idiotic...). So I can't even find my .bsp file except through terminal but I won't be able to copy it anywhere to see it.

File-save as-desktop
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Rice

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Man I feel so stupid... but how am I supposed to see the .bsp file?

c4

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Ok.   File>Save as> Desktop

save the .map file there.

Then build the .map that you have on your desktop already.
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Ingar

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Shaderlist.txt and other directory errors
« Reply #27 on: October 11, 2010, 05:02:53 pm »
The problem on OS X is that tremulous and radiant+q3map2 use different directories.

Quote from: Ingar
Tremulous saves its settings to the directory ~/Library/Application Support/Tremulous but radiant and the map compiler will use ~/.tremulous. We can easily solve this by creating a link.

see here.

Rice

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Well everything is up and working now, thanks to my friends at WTF Forums :D But thanks anyways for helping me.  :)