Author Topic: Where To Put Files [Solved!]  (Read 7592 times)

BooT

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Where To Put Files [Solved!]
« on: November 14, 2010, 11:04:51 pm »
I need help in knowing where to put the files(shaderlist.txt, and .shaders), so i can properly test them.
I'm not sure whether i should put the "map-mapname" folder in the "base" folder or the "maps" folder.
Also, does it matter where the .map is to the shader, or does it have to be in a certain place fot the shader to properly work?

I don't suppose it matters but i use Kubuntu.

Thanks for the help.
« Last Edit: November 17, 2010, 02:12:50 am by BooT »

A Spork

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Re: Where To Put Files
« Reply #1 on: November 14, 2010, 11:32:32 pm »
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BooT

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Re: Where To Put Files
« Reply #2 on: November 15, 2010, 12:00:49 am »
I've already read it, but maybe i missed where exactly to put the .shaders and shader list, so could you tell me?
Thanks for the fast reply!

BTW, do the textures have to be .tga's?
« Last Edit: November 15, 2010, 12:31:43 am by BooT »

A Spork

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Re: Where To Put Files
« Reply #3 on: November 15, 2010, 12:39:36 am »
Tga or jpg.
Shaerlost is automatically created I believe, and .shaders go in /base/scripts
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BooT

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Re: Where To Put Files
« Reply #4 on: November 15, 2010, 12:47:37 am »
Hmm... I read the compile readout for Netradiant and the loading for Tremulous, and they both show that the .shader is being read, but it's still not working.

Lemme double check the stuff.

Also, my "map-mapname" folder is in the base/maps/, but that would still make the first line of code "textures/mapname/es_ea_ceiling1_1a_light"
and then all those squiggly Brackets right?

And do i have to recompile my map for the .shader effects to take effect?

Thanks for any replies!
« Last Edit: November 15, 2010, 02:26:44 am by BooT »

BooT

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Re: Where To Put Files
« Reply #5 on: November 15, 2010, 02:28:04 am »
Here's my .shader, see if anything is wrong, because if not, i really am lost.
_________________________________________________ _________________

textures/shadertest/es_ea_ceiling1_1a_light
{
   qer_editorimage textures/shadertest/es_ea_ceiling1_1a_light.jpg
   q3map_lightimage textures/shadertest/es_ea_ceiling1_1a_light.blend.jpg
   surfaceparm nomarks
   q3map_surfacelight 12500
   {
      map textures/shadertest/es_ea_ceiling1_1a_light.jpg
   }
   {
      map $lightmap
      blendfunc filter
      tcGen lightmap
   }
   {
      map textures/shadertest/es_ea_ceiling1_1a_light.blend.jpg
      blendfunc add
   }
}
_________________________________________________ _________________

The End(of the .shader)

I only made the surface light so strong to make it more obvious.
« Last Edit: November 15, 2010, 02:29:46 am by BooT »

A Spork

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Re: Where To Put Files
« Reply #6 on: November 15, 2010, 03:55:11 am »
You have an extra set of brackets, but otherwise at first glance it looks ok(but im pretty noob when it comes to shaders)
And what do you mean by map-mapname folder?
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CATAHA

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Re: Where To Put Files
« Reply #7 on: November 15, 2010, 11:55:52 am »
create .pk3 with following files/dir structure:

maps/shadertest.bsp
scripts/shadertest.arena
scripts/shadertest.shader
textures/shadertest/...ur textures here...

Put this file into /base/ tremulous folder to other maps.
Add 'shadertest' line into /base/scripts/shaderlist.txt file in tremulous folder
Restart radiant.
Now you should see your shaders and textures in radiant texture pannel
You need to recompile ur map after changes. But mainly after changing some light emitting shaders, so on -light stage it get effect.
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UniqPhoeniX

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Re: Where To Put Files
« Reply #8 on: November 15, 2010, 12:13:16 pm »
Those files don't have to be in a .pk3, and there is no reason to put them in before a release.

CATAHA

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Re: Where To Put Files
« Reply #9 on: November 15, 2010, 12:18:04 pm »
Believe me, its easiest way to make sure all working. =D
Other advantage - all files of your project stored in one place, you dont need search them. It matters especially when you have tons of unfinished maps and sketches. =}
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

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BooT

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Re: Where To Put Files
« Reply #10 on: November 15, 2010, 09:10:55 pm »
I already have that set up in the base folder, but not in a .pk3, which i plan to do after i get this shader thing down.
Btw how do you test a .map in the base folder, when the game draws them from the /base/maps? Do you have to create a server or something?
Halp!

But thanks for the advice!

A Spork

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Re: Where To Put Files
« Reply #11 on: November 15, 2010, 09:40:49 pm »
Believe me, its easiest way to make sure all working. =D
Other advantage - all files of your project stored in one place, you dont need search them. It matters especially when you have tons of unfinished maps and sketches. =}
You only need to test that every works once you're finished, otherwise you're just making way more fwork for yourself than you need to.
and the game draws from /base for .pk3's
/base/maps is where radiant puts them
if you set /sv_pure to 0 then you can test .bsp's not .pk3's, and it will find it in /base/maps
« Last Edit: November 15, 2010, 11:03:49 pm by A Spork »
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UniqPhoeniX

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Re: Where To Put Files
« Reply #12 on: November 15, 2010, 10:27:36 pm »
A Spork: with /sv_pure 0 can test .bsp's

BooT: You can't test a .map in game, you have to compile it into a .bsp. With sv_pure 0 you just don't need to have it in a .pk3, tho it still has to be in /maps/mapname.bsp (same as it would be in the .pk3).
To test it, start tremulous and:
Code: [Select]
/sv_pure 0
/devmap mapname
(the name of the .bsp file)

And what exactly is & isn't working about your shader(s)?

A Spork

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Re: Where To Put Files
« Reply #13 on: November 15, 2010, 11:03:59 pm »
D'oh
Fixed.
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CATAHA

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Re: Where To Put Files
« Reply #14 on: November 15, 2010, 11:53:17 pm »
You only need to test that every works once you're finished, otherwise you're just making way more fwork for yourself than you need to.
and the game draws from /base for .pk3's
/base/maps is where radiant puts them
if you set /sv_pure to 0 then you can test .bsp's not .pk3's, and it will find it in /base/maps
Check this forum. A lot of ppls throw away they maps just 'caus they have "i put all in pk3 after finishing map but it not works". =)
And its simple. I have one folder in my development directory for each map im working on. Run FAR manager (prefer this one), on one pannel opend pk3, on other - my project dir. Simple copy from one to another (/maps/ folder for example after recompilation). Pretty ezy. =} And after any recompilation or development stage i can check it in network, not only devmap. =D
Im not filling my trem folder with trash this way also. Right now i have approx 50 (may be even more) dev projects, but my trem folder still have only necessary files. Just curious where u find 'more work' here.
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

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BooT

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Re: Where To Put Files
« Reply #15 on: November 16, 2010, 04:17:51 am »
Sorry, i meant .bsp's not .maps earlier.
The shader i made should make the texture emit light right?
When i compile, it registers that the shadertest.shader is being read.
So the lights should work right?

But they don't. Is it possibly because, even though i have all my textures' in the map in a certain file, (called map-shadertest/textures/)
netradiant is actually using the textures from the .pk3's instead of that folder?
I think that's my problem. But right now i don't have time to work on it so you might have to wait a bit. As in a couple of days.

Thanks for helping me so far!

If i didn't properly answer a question, just ask again for clarification.

P.S. i probably still need lotsa help.

BooT

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Re: Where To Put Files
« Reply #16 on: November 17, 2010, 02:10:57 am »
I figured it out guys! Thanks for all the help, but for now i have no more questions.