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ForumsJedi Outcast and Jedi Academy Editing Forum → WTF?? (JO)
WTF?? (JO)
2003-11-19, 8:28 AM #1
So I fix the terrain in my level. It compiles (With BSP Monitering off, it crashes otherwise), I open the game. I am greeted with this:

[http://www.massassi.net/ec/images/13744.jpg]
(I opened the load screen so it would show even more messed-uppedness)

Puzzled, I open the level. It hasn't been updated at all. The terrain I added is not there, just my old placeholder stuff. Plus, the sky is dflt. See for yourself:

[http://www.massassi.net/ec/images/13743.jpg]

All I had done before this is add the metashader for my terrain to the shaders folder and edit it to suit exactly as my tutorial said it should be.

WTF?? [http://forums.massassi.net/html/confused.gif]
DO NOT WANT.
2003-11-19, 9:43 AM #2
If it crashes in BSP Monitoring, it's not going to compile anyway. You did something wrong somewhere, and it's not updating the BSP because of it. If you turn monitoring off, it just doesn't tell you that it messed up [http://forums.massassi.net/html/tongue.gif]

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"The future is not determined by a throw of the dice, but is determined by the conscious decisions of you and me."
I am addicted to ellipses!!! AHHH!!! ...
2003-11-19, 10:20 AM #3
I got that once! Check the shader files with Notepad. Make sure you don't have some nasty shader-ness.

Check the comiple process. Sometimes the shader error will appear.

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What is a sig you may ask. A sig is only a small factor in the flow of life. It is just a minor detail of the universe we live in. To understand the true purpose of this sig, you must understand how life influences it. To do that you must understand how the functions of life work in the world. There you shall know how time plays a role. Time and life are...you sir! Is that a monkey?
SnailIracing:n(500tpostshpereline)pants
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2003-11-19, 10:27 AM #4
What exactly is "nasty shader-ness"? Could you be more specific?
DO NOT WANT.
2003-11-19, 10:30 AM #5
Did you make any custom shaders?

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What is a sig you may ask. A sig is only a small factor in the flow of life. It is just a minor detail of the universe we live in. To understand the true purpose of this sig, you must understand how life influences it. To do that you must understand how the functions of life work in the world. There you shall know how time plays a role. Time and life are...you sir! Is that a monkey?
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2003-11-19, 10:38 AM #6
My terrain... here: http://www.pcgamemods.com/forums/showthread.php?t=2951

Go down until you see a large bold quote. I followed that tutorial exactly, but I changed 'tutorial' to 'chemical', my map name. It doesn't work!

[EDIT: Oh, yeah, there are about three or four swears in peoples sigs and such... be warned, kiddies!]

[This message has been edited by Zell (edited November 19, 2003).]
DO NOT WANT.
2003-11-19, 10:45 AM #7
Hmmm..

If you change the name, you must change the names in the metashader file.

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What is a sig you may ask. A sig is only a small factor in the flow of life. It is just a minor detail of the universe we live in. To understand the true purpose of this sig, you must understand how life influences it. To do that you must understand how the functions of life work in the world. There you shall know how time plays a role. Time and life are...you sir! Is that a monkey?
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2003-11-19, 11:42 AM #8
Hmm... I forgot what I was going to say.

Go about your business.

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Death awaits you with a pancake on its head.
2003-11-19, 11:48 AM #9
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Echoman:
Hmmm..

If you change the name, you must change the names in the metashader file.

</font>


I did. Everything on my terrain is named 'chemical'.

[On another topic, I hate AOL! It gave me an error just as I was typing this, and now I have to restart! [http://forums.massassi.net/html/mad.gif] ]
DO NOT WANT.
2003-11-19, 1:40 PM #10
Let's if this will work:

Take out the terrain shader file and put it in a temporary folder (just don't delete it).

Now, start the game. If it works fine than that terrain shader is causing problems.

------------------
What is a sig you may ask. A sig is only a small factor in the flow of life. It is just a minor detail of the universe we live in. To understand the true purpose of this sig, you must understand how life influences it. To do that you must understand how the functions of life work in the world. There you shall know how time plays a role. Time and life are...you sir! Is that a monkey?
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2003-11-19, 2:59 PM #11
Yeah, it's the shader that's causing the problem. This is the what the shader says in notepad:

Code:
textures/chemical/baseterrain
{
	q3map_lightmapsamplesize 8
	q3map_lightmapsampleoffset 8
	q3map_lightmapaxis z
}

textures/chemical/terrain_0
{
	q3map_baseshader textures/chemical/baseterrain
	{
	q3map_lightmapsamplesize 64
	q3map_lightmapaxis z
	q3map_texturesize 512 512
	q3map_tcGen ivector ( 255 0 0 ) ( 0 255 0 )
	{
		map textures/hoth/snow_01.jpg
		rgbGen identity
		tcMod scale 0.1 0.1
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		tcGen lightmap
		rgbGen identity
	}
}

textures/chemical/terrain_1
{
	q3map_baseshader textures/chemical/baseterrain
	{
		map textures/yavin/dugdirt.jpg
		rgbGen identity
		tcMod scale 0.1 0.1
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		tcGen lightmap
	}
}

textures/chemical/terrain_2
{
		
	q3map_baseshader textures/chemical/baseterrain

	{
		map textures/imp_mine/rock_color.jpg
		rgbGen identity
		tcMod scale 0.2 0.2
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		tcGen lightmap
		rgbGen identity
	}
}

textures/chemical/terrain_3
{
	q3map_baseshader textures/chemical/baseterrain
	{
		map textures/yavin/rockwall.jpg
		rgbGen identity
		tcMod scale 0.2 0.2
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		tcGen lightmap
		rgbGen identity
	}
}

textures/chemical/terrain_0to1
{
	q3map_baseshader textures/chemical/baseterrain

	{
		map textures/hoth/snow_01.jpg
		rgbGen identity
		alphaGen vertex
		tcmod scale 0.1 0.1 
	}
	{
		map textures/yavin/dugdirt.jpg
		rgbGen identity
		alphaGen vertex
		tcmod scale 0.1 0.1
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		tcGen lightmap
		rgbGen identity
	}
}

textures/chemical/terrain_0to2
{
	q3map_baseshader textures/chemical/baseterrain

	{
		map textures/hoth/snow_01.jpg
		rgbGen identity
		alphaGen vertex
		tcmod scale 0.1 0.1
	}
	{
		map textures/imp_mine/rock_color.jpg
		rgbGen identity
		alphaGen vertex
		tcmod scale 0.2 0.2
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		tcGen lightmap
		rgbGen identity
	}
}

textures/chemical/terrain_0to3
{
	q3map_baseshader textures/chemical/baseterrain

	{
		map textures/hoth/snow_01.jpg
		rgbGen identity
		alphaGen vertex
		tcmod scale 0.1 0.1
	}
	{
		map textures/yavin/rockwall.jpg
		rgbGen identity
		alphaGen vertex
		tcmod scale 0.2 0.2
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		tcGen lightmap
		rgbGen identity
	}
}

textures/chemical/terrain_1to2
{
	q3map_baseshader textures/chemical/baseterrain

	{
		map textures/yavin/dugdirt.jpg
		rgbGen identity
		alphaGen vertex
		tcmod scale 0.1 0.1
	}
	{

		map textures/imp_mine/rock_color.jpg
		rgbGen identity
		alphaGen vertex
		tcmod scale 0.2 0.2
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		tcGen lightmap
		rgbGen identity
	}
}

textures/chemical/terrain_1to3
{
	q3map_baseshader textures/chemical/baseterrain

	{
		map textures/yavin/dugdirt.jpg
		rgbGen identity
		alphaGen vertex
		tcmod scale 0.1 0.1
	}
	{
		map textures/yavin/rockwall.jpg
		rgbGen identity
		alphaGen vertex
		tcmod scale 0.2 0.2
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		tcGen lightmap
		rgbGen identity
	}
}

textures/chemical/terrain_2to3
{
	q3map_baseshader textures/chemical/baseterrain
	
	{
		map textures/imp_mine/rock_color.jpg
		rgbGen identity
		alphaGen vertex
		tcmod scale 0.2 0.2
	}
	{
		map textures/yavin/rockwall.jpg
		rgbGen identity
		alphaGen vertex
		tcmod scale 0.2 0.2
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		tcGen lightmap
		rgbGen identity
	}
}

textures/chemical/terrain.vertex
{
	{
		map textures/hoth/snow_01.jpg
		rgbGen vertex
	}
}

textures/system/terrain
{
	q3map_terrain
	surfaceparm nodraw
	surfaceparm nolightmap
	surfaceparm nomarks
}


Ayuh. What's the problem?
DO NOT WANT.
2003-11-19, 3:26 PM #12
Did you update the shaderlist.txt? Any new shader needs to be put in the shaderlist.

I don't trust that textures/chemical/baseterrain

hmmm...

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Snail racing: (500 posts per line)
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SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2003-11-19, 6:38 PM #13
I can see the problem... You're missing 2 brackets, one at the beginning and one at the end.
2003-11-20, 3:37 AM #14
Thanks! I'll add them as soon as I get home. School right now.
DO NOT WANT.
2003-11-20, 3:11 PM #15
Bah. It gives me that "Can't find Chemical.pcx" crap in the compile now. Any ideas?
DO NOT WANT.
2003-11-20, 3:26 PM #16
Make sure you correctly export everything [http://forums.massassi.net/html/biggrin.gif]

Quote:
<font face="Verdana, Arial" size="2">
Save the .pcx file into the "gamedata/base/" directory, and save the metashader into the "base/scripts/" directory. This will need to be moved into the "base/shaders/" directory in a little bit, but right now EasyGen only wants you to put it into the scripts folder. Set the remaining options up like I've got them (I assume you're using q3map2 to compile), and you're good to go. Hit "Continue >>>" and away we go--just save it as whatever.map in the "base/maps/" folder, and we're done with this part.</font>


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Snail racing: (500 posts per line)
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SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2003-11-21, 11:29 AM #17
ALready done that right. Everything is in the right place. It's so annoying!
DO NOT WANT.
2003-11-21, 12:52 PM #18
Cut out

textures/chemical/baseterrain group.

and compile it. See if that will work.

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Snail racing: (500 posts per line)
---@%


[This message has been edited by Echoman (edited November 21, 2003).]
SnailIracing:n(500tpostshpereline)pants
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