EasyGen help -1 reply

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Devmapall

I drink Tea

50 XP

24th November 2002

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39 Posts

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#1 14 years ago

Okay, so I made some terrain in EasyGen, and I textured it, saved it, and all else but when I try to load it into radient (using GTKRadiant 1.4.0) in the loading window it says

WARNING:Active shader failed for textures/common/terrain

or something like that then it freezes. GTKRadient works fine with other maps and with new maps being built, just this one terrain .map freezes it. Does anyone have any idea how to fix this?

On a side note, can I use the clip tool on terrain, or do I cut it some other way?




Mercenary

Bounty Hunter

50 XP

26th June 2002

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#2 14 years ago

Try textures/system/terrain. I haven't played with Easy Gen yet but I imagine you should be able to customize the settings and paths to work with JK2 or JA.




Devmapall

I drink Tea

50 XP

24th November 2002

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39 Posts

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#3 14 years ago

Not in there....the fact is that a 'terrain' texture just doesnt exist. The tutorial I followed said to create said shader I just need to add a certain line to my .shader, I did so, but now when the terrain loads instead of having the textures I applied it is covered with the 'Shader not found' red-and-black-checkerboard texture.

The tutorial also had guidelines for tweaking the .shader for lightmap purposes, I suspect that is where I went wrong...here's the .shader EasyGen generated:

textures/ejkterrain/terrain_0 { surfaceparm nolightmap q3map_novertexshadows q3map_forcesunlight { map textures/yavin/jung8.jpg rgbGen vertex tcmod scale 1.000 1.000 } }

textures/ejkterrain/terrain_1 { surfaceparm nolightmap q3map_novertexshadows q3map_forcesunlight { map textures/yavin/rockwall.jpg rgbGen vertex tcmod scale 1.000 1.000 } }

textures/ejkterrain/terrain_2 { surfaceparm nolightmap q3map_novertexshadows q3map_forcesunlight { map textures/korriban/os_outsidebasef.jpg rgbGen vertex tcmod scale 1.000 1.000 } }

textures/ejkterrain/terrain_0to1 { surfaceparm nolightmap q3map_novertexshadows q3map_forcesunlight { map textures/yavin/jung8.jpg rgbGen vertex alphaGen vertex tcmod scale 1.000 1.000 } { map textures/yavin/rockwall.jpg rgbGen vertex alphaGen vertex tcmod scale 1.000 1.000 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } }

textures/ejkterrain/terrain_0to2 { surfaceparm nolightmap q3map_novertexshadows q3map_forcesunlight { map textures/yavin/jung8.jpg rgbGen vertex alphaGen vertex tcmod scale 1.000 1.000 } { map textures/korriban/os_outsidebasef.jpg rgbGen vertex alphaGen vertex tcmod scale 1.000 1.000 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } }

textures/ejkterrain/terrain_1to2 { surfaceparm nolightmap q3map_novertexshadows q3map_forcesunlight { map textures/yavin/rockwall.jpg rgbGen vertex alphaGen vertex tcmod scale 1.000 1.000 } { map textures/korriban/os_outsidebasef.jpg rgbGen vertex alphaGen vertex tcmod scale 1.000 1.000 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } }

textures/ejkterrain/terrain.vertex { surfaceparm nolightmap q3map_novertexshadows q3map_forcesunlight { map textures/yavin/jung8.jpg rgbGen vertex tcmod scale 1.000 1.000 } }

And here it is after my self-tweaking: textures/ejkterrain/baseterrain { q3map_lightmapsamplesize 8 q3map_lightmapsampleoffset 8 q3map_lightmapaxis z }

textures/ejkterrain/terrain_0 { q3map_baseshader textures/ejkterrain/baseterrain { map textures/yavin/jung8.jpg rgbGen identity tcMod scale 0.1 0.1 } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap rgbGen identity }

}

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

textures/ejkterrain/terrain_2 { q3map_baseshader textures/ejkterrain/baseterrain { map textures/korriban/os_outsidebasef.jpg rgbGen identity tcMod scale 0.1 0.1 } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap rgbGen identity } }

textures/ejkterrain/terrain_0to1 { q3map_baseshader textures/ejkterrain/baseterrain { map textures/yavin/jung8.jpg rgbGen identity alphaGen vertex tcmod scale 0.1 0.1

} { map textures/yavin/rockwall.jpg rgbGen identity alphaGen vertex tcmod scale 0.05 0.05 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap rgbGen identity } }

textures/ejkterrain/terrain_0to2 { q3map_baseshader textures/ejkterrain/baseterrain { map textures/yavin/jung8.jpg rgbGen identity alphaGen vertex tcmod scale 0.1 0.1

} { map textures/korriban/os_outsidebasef.jpg rgbGen identity alphaGen vertex tcmod scale 0.05 0.05 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap rgbGen identity } }

textures/ejkterrain/terrain_1to2 { q3map_baseshader textures/ejkterrain/baseterrain { map textures/yavin/rockwall.jpg rgbGen identity alphaGen vertex tcmod scale 0.1 0.1

} { map textures/korriban/os_outsidebasef.jpg rgbGen identity alphaGen vertex tcmod scale 0.05 0.05 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap rgbGen identity } }

textures/ejkterrain/terrain.vertex { { map textures/yavin/jung8.jpg rgbGen vertex } }

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

Any help is appreciated...