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ForumsJedi Outcast and Jedi Academy Editing Forum → Easygen problem
Easygen problem
2007-03-22, 5:48 PM #1
After reading the tutorial on Easygen tutorial for Jedi Academy, at http://www.map-review.com/index.php?page=tutorial_view&id=12,
when I compile the map none of the textures show up. All I get are the ugly glowing white and black checkerboard.

2007-03-22, 7:36 PM #2
This is the error message I found in the log:

Quote:
--- ClipSidesIntoTree ---
WARNING: Couldn't find image for shader textures/test/terrain_0
WARNING: Couldn't find image for shader textures/test/terrain_0to1
WARNING: Couldn't find image for shader textures/test/terrain_1


Test is the name of my map.

2007-03-22, 11:52 PM #3
Personally, I never got EasyGen to work with Jedi Academy (but I did manage to get it working with Return to Castle Wolfenstein). In the end, I just selected the terrain texture on the surface and just slapped regular textures on it. Unfortunately, I lost the blending of the textures that way (but kept the brushes used for the terrain.)

A thing to look out for is that EasyGen often creates a shader file that is messed up. Not only does it put the shader in the wrong place, but it can contain lines that point to nothing (this happened when I was using it for RtCW editing). Perhaps take a look into that shader file and see if it refers to the right things.
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2007-03-23, 10:52 AM #4
Okay so the name of my map is test.map and this is the test.shader:

Quote:
textures/test/terrain_base
{
nopicmips
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}
textures/test/terrain_0
{
q3map_baseshader textures/test/terrain_base
qer_editorimage textures/desert/m8.jpg
{
map textures/desert/m8.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/test/terrain_1
{
q3map_baseshader textures/test/terrain_base
qer_editorimage textures/desert/m7.jpg
{
map textures/desert/m7.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/test/terrain_0to1
{
q3map_baseshader textures/test/terrain_base
qer_editorimage textures/desert/m8.jpg
{
map textures/desert/m8.jpg
}
{
map textures/desert/m7.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}


What I don't understand is what the textures/test/... points to, because there is no such file... :confused:

2007-03-23, 8:19 PM #5
Hmm. I need to use EasyGen again to get it to work (I haven't used it in awhile). It seems your shader is fine at first glance.

How about downloading and looking through this file:
(http://jediknight2.filefront.com/file/Final_Fantasy_VII_Midgar_v30_Source_Files;74091)

From the description, he used Easygen and is giving the source files for his map. Prehaps you can find the Easygen shader he used and see what changes he made.
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2007-03-23, 8:25 PM #6
I'm going to post his shader. He allows people to take a look for education purposes:
[quote=Szico VII source files]
textures/midgar_v3plains/terrain_base
{
nopicmips
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_tcGen ivector ( 4096 0 0 ) ( 0 4096 0 )
}

textures/midgar_v3plains/terrain_0
{
q3map_baseshader textures/midgar_v3plains/terrain_base
qer_editorimage textures/quicktrip/modern_qt_basestone.jpg
{
map textures/quicktrip/modern_qt_basestone.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/midgar_v3plains/terrain_1
{
q3map_baseshader textures/midgar_v3plains/terrain_base
qer_editorimage textures/quicktrip/qt_uncut.jpg
{
map textures/quicktrip/qt_uncut.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/midgar_v3plains/terrain_2
{
q3map_baseshader textures/midgar_v3plains/terrain_base
qer_editorimage textures/quicktrip/new_qt_wall2_entrance.jpg
{
map textures/quicktrip/new_qt_wall2_entrance.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/midgar_v3plains/terrain_3
{
q3map_baseshader textures/midgar_v3plains/terrain_base
qer_editorimage textures/chocobo_v3/chocobov3_grass2.jpg
{
map textures/chocobo_v3/chocobov3_grass2.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/midgar_v3plains/terrain_0to1
{
q3map_baseshader textures/midgar_v3plains/terrain_base
qer_editorimage textures/quicktrip/modern_qt_basestone.jpg
{
map textures/quicktrip/modern_qt_basestone.jpg
}
{
map textures/quicktrip/qt_uncut.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/midgar_v3plains/terrain_0to2
{
q3map_baseshader textures/midgar_v3plains/terrain_base
qer_editorimage textures/quicktrip/modern_qt_basestone.jpg
{
map textures/quicktrip/modern_qt_basestone.jpg
}
{
map textures/quicktrip/new_qt_wall2_entrance.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/midgar_v3plains/terrain_0to3
{
q3map_baseshader textures/midgar_v3plains/terrain_base
qer_editorimage textures/quicktrip/modern_qt_basestone.jpg
{
map textures/quicktrip/modern_qt_basestone.jpg
}
{
map textures/chocobo_v3/chocobov3_grass2.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/midgar_v3plains/terrain_1to2
{
q3map_baseshader textures/midgar_v3plains/terrain_base
qer_editorimage textures/quicktrip/qt_uncut.jpg
{
map textures/quicktrip/qt_uncut.jpg
}
{
map textures/quicktrip/new_qt_wall2_entrance.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/midgar_v3plains/terrain_1to3
{
q3map_baseshader textures/midgar_v3plains/terrain_base
qer_editorimage textures/quicktrip/qt_uncut.jpg
{
map textures/quicktrip/qt_uncut.jpg
}
{
map textures/chocobo_v3/chocobov3_grass2.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/midgar_v3plains/terrain_2to3
{
q3map_baseshader textures/midgar_v3plains/terrain_base
qer_editorimage textures/quicktrip/new_qt_wall2_entrance.jpg
{
map textures/quicktrip/new_qt_wall2_entrance.jpg
}
{
map textures/chocobo_v3/chocobov3_grass2.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
[/quote]

This is interesting because your Easygen-exported shader pretty much the same. Hmm
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2007-03-25, 8:27 AM #7
aha i might just ahve found it

i decided id try this as well, and got the shader mess up that zephiyr got, but i found that when i tried it again, instead of editing the shader OUTSIDE easygen, i edited it WITHIN easygen.

When you press "Export Map" and the settings pop up, there should be a button called "Preview" where you can preview the shader being made. Take the last string as the tutorial says, cut it and paste it at the top.

Duno if thats the reason why it worked, but it worked for me :P lol
I regret to inform you...

Time2Die!
2007-03-25, 12:52 PM #8
If you feel you know shaders well enough and have sharp mapping skills, you can attempt making terrains in this fashion --> http://simland.planetquake.gamespy.com/pages/articles/terrain1_1.htm

Its more advanced than what Easy-Gen can ever do. (Easy-Gen is nice and all, but its outdated)
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2007-03-25, 3:11 PM #9
Quote:
i decided id try this as well, and got the shader mess up that zephiyr got, but i found that when i tried it again, instead of editing the shader OUTSIDE easygen, i edited it WITHIN easygen.


Yup it works now. Thanks

2007-03-26, 5:02 AM #10
lol no problem i dont even know how i did it lol
I regret to inform you...

Time2Die!

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