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Yatta_Yatta-O_o
5th May 2007, 16:08
Hello :)
I have a shader problem, as the topic title states, most of my shaders doesnt show ingame, tough they're visible in radiant.

The map is called "canyon_depths" and stored in its pk3.

the pk3 provides the "canyon_depths.shader in scripts/*" pointing to textures stored in "textures/canyon_depths/*various subfolders*"

The textures files are TGA 24, 32, and jpegs.

Sample of shader scripts :
textures/canyon_depths/terrain/yatta_concrete_vieux_256
{
qer_editorimage textures/canyon_depths/terrain/yatta_concrete_vieux_256.tga
surfaceparm rubble

}

textures/canyon_depths/terrain/old_wood
{
qer_editorimage textures/canyon_depths/terrain/old_wood.jpg
surfaceparm wood steps

}

textures/canyon_depths/terrain/yatta_A_sable_5
{
qer_editorimage textures/canyon_depths/terrain/yatta_A_sable_5.tga
surfaceparm rubble
q3map_lightmapsize 256 256

q3map_forcemeta
q3map_nonplanar
surfaceparm nomarks
surfaceparm gravelsteps
surfaceparm landmine
surfaceparm pointlight
}


When I run the map, only a few shaders contained in the "canyon_depths.shaders" file is loaded.

Im using a fairly clean install of ET.

If anyone can point me the thing I did wrong ... *Sob*

Shaderman
5th May 2007, 17:20
Did you add your shader(s) in your shaderlist.txt?

Yatta_Yatta-O_o
5th May 2007, 18:03
I did.

Btw I guess theres something I didnt understand. When is shaderlist.txt used ? Should this file be included in the .pk3 ?

broloi
5th May 2007, 18:26
no... shaderlist.txt should be in you etmain/script folder.

Flippy
5th May 2007, 18:27
Afaik i know shaderlist.txt is only used by the editor and does not have to be included in the pk3.

You could try changing the "title" of your textures, add ".jpg" to them (or TGA, depending on what filetype it is)
Example:

textures/canyon_depths/terrain/old_wood.jpg
{
qer_editorimage textures/canyon_depths/terrain/old_wood.jpg
surfaceparm wood steps

}

Shaderman
5th May 2007, 19:33
shaderlist.txt is used by Radiant and q3map2, not needed in the pk3.

You could try changing the "title" of your textures, add ".jpg" to them (or TGA, depending on what filetype it is)
There were suggestions in this forums saying to always use .tga even if the file is a .jpg. I always used tga and always had success so far :)

RayBan
5th May 2007, 20:12
from what i can see.. your defining the texture, and what image radiant will
show.. but your not defining what texture to use.

for example,

textures/canyon_depths/terrain/yatta_A_sable_5
{
qer_editorimage textures/canyon_depths/terrain/yatta_A_sable_5.tga
surfaceparm rubble
q3map_lightmapsize 256 256

q3map_forcemeta
q3map_nonplanar
surfaceparm nomarks
surfaceparm gravelsteps
surfaceparm landmine
surfaceparm pointlight

}


should be

textures/canyon_depths/terrain/yatta_A_sable_5
{
qer_editorimage textures/canyon_depths/terrain/yatta_A_sable_5.tga
surfaceparm rubble
q3map_lightmapsize 256 256

q3map_forcemeta
q3map_nonplanar
surfaceparm nomarks
surfaceparm gravelsteps
surfaceparm landmine
surfaceparm pointlight

implicitMap -

}


when you create a shader for a texture, and you add various stages, you
also need to 'map' the texture even if it has the name of the texture afaik.

so in a shader that has a stage you would just add
map textures/blah/blah... tga


and if you are just adding some parameters such as surface parms and or
lightmapsize,landmine,forcemeta.. ect... make shure you map the texture
as in

map textures/whatever...

or if the shader is named like the texture your using (as in your shaders)
then add a
implicitMap -


at least.. this is afaik..

Yatta_Yatta-O_o
5th May 2007, 20:50
The implicitmap / map were missing indeed. Thanks alot :)

RayBan
5th May 2007, 21:23
no problem, glad i could help.

stephanbay
6th May 2007, 09:57
surfaceparm rubble ?

does that work on ET?