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Member Services => Engineering => Resolved Support Requests => Topic started by: Martin Thompson on June 27, 2011, 05:35:16 PM

Title: GTK/Elite Force Shader problem
Post by: Martin Thompson on June 27, 2011, 05:35:16 PM
Alright, this has been bugging me for a few days now.
I know this is a known problem and i know that I
saw a fix for this SOMEWHERE sometime but I can't find it anymore.

When I apply caulk to my no visible brush faces in GTK, it has the nice
pink texture reading caulk. When I compile the map and go ingame,
the caulk isn't invisible like it should be, but it has the "hologrid" texture
aka the "can't find texture" texture. Now i have mapextras.pk3 in my baseEF
(else i wouldnt be able to see it in GTK in the first place) so this should work.

I know this is somewhat of a known problem, but I don't remember the fix, can anyone assist?

Oh, now im noticing it, INGAME i don't see any of the special textures, like trigger, area portal and caulk. For some reason, the shaders on those dont load and they show up as blank textures.
Title: Re: GTK/Elite Force Shader problem
Post by: Brex on June 28, 2011, 08:32:44 AM
If I remember correctly, it's a bug with the relativity map. Remove that and it should work, might not though.
Title: Re: GTK/Elite Force Shader problem
Post by: Klaw on June 28, 2011, 08:37:32 AM
if I remember, it's a Bug with GTK 1.5, try compiling with 1.4 atleast

If you already are, then I have no idea :P
Title: Re: GTK/Elite Force Shader problem
Post by: Martin Thompson on June 28, 2011, 10:13:39 AM
@ Brex: I don't even have that map

@ Klaw: Both Radiants use Q3map2 to compile maps, it shouldn't make a diff, but I'll try it anyway.
Title: Re: GTK/Elite Force Shader problem
Post by: Klaw on June 28, 2011, 10:33:32 AM
1.5, from what I have heard from experienced Mappers, sucks (and in my own experience, I prefer the interface of 1.5, but I compile with 1.4, because 1.5 Sucks... :P)
Title: Re: GTK/Elite Force Shader problem
Post by: Martin Thompson on June 28, 2011, 11:43:47 AM
Ok, well I've always worked with 1.5 purely because some functions work a bit different and I work faster with it. People saying that 1.4 is better is just BS (I've heard it alot aswell), it's just personal preference. I've always been mapping with 1.5, no problems. I don't believe this is a GTK problem anyway (ill try it to be certain) because in GTK the shaders DO show up.
Title: Re: GTK/Elite Force Shader problem
Post by: Martin Thompson on June 28, 2011, 11:56:46 AM
Lol, I just tested it with 1.4. If i build and run the map, ioCow trows some kind of "SV_Setbrushmodel: NULL" error. With 1.5 I can just compile and get on with it. 1.5 is also using the last version of Q3map2 available while 1.4 used an outdated version.
Title: Re: GTK/Elite Force Shader problem
Post by: Veritas on July 05, 2011, 02:27:46 PM
How about editing with 1.4, and publishing with 1.5?
Title: Re: GTK/Elite Force Shader problem
Post by: Martin Thompson on July 05, 2011, 04:17:21 PM
Yeah that didnt work either.

For some reason, it's fixed now. I don't know what did it but I was doing stuff and suddenly it worked!
So, this can be closed now.

As an additional note, in 1.5, shaders with the qer_alpha keyword don't work, aka, transparent
shaders will show up solid inside the editor. Apparantly someone at ubergames made a fix for this
but it isnt available anymore. It's not a big issue though since you dont need it for editing.
Title: Re: GTK/Elite Force Shader problem
Post by: GSIO01 on July 11, 2011, 04:05:12 PM
Actually qer_trans works in GTK in general but there is a bug in the stvef.game file. I think Chris Parker once posted a fixed version in the ubergames forums. I'll upload upload it somewhere just in case my memory is wrong asap, I'm sure I still have it in my NetRadiant folder.
Title: Re: GTK/Elite Force Shader problem
Post by: Martin Thompson on July 11, 2011, 04:29:58 PM
Yeah, he posted it on ubergames, but that link is dead. He mentioned something about a wrong stvef.game file, i fiddled with it myself but coulnt find anything.
In GTK 1.4 it works, but in 1.5 it doesnt. Like i mentioned before, its no biggy, but could be usefull.

Also, anothing thing i noticed.
GTK doesn't show shaders that only have a shader in the xxxxxx.shader file and no
actual texture file to acopany them. Alot of the shaders int he common.shader file arent in the editor because
they only have a qer_editorimage and no actual "shadername.jpg" or something like that. Is this fixable aswell?
Title: Re: GTK/Elite Force Shader problem
Post by: GSIO01 on July 12, 2011, 05:39:59 AM
Ok here it is.

Umm might be a setting in the texture browser you have to change ... I don't know for sure though. I haven't used GTK Radiant for a long time ever since I found out about NetRadiant.
Title: Re: GTK/Elite Force Shader problem
Post by: Martin Thompson on July 12, 2011, 11:21:15 AM
Yeah, I heard about NetRadiant aswell. Is it really that much better?

BTW thanks for the file.
Title: Re: GTK/Elite Force Shader problem
Post by: GSIO01 on July 12, 2011, 12:35:06 PM
Well in my eyes yes, that's only my opinion though. As it is based on GTK 1.5 it is quite similar the most important thing why it switched was that is worked better with Win Vista (don't care about that anymore of course) and that NetRadiant and all tools that come with it (q3map2 included) get updated more often. There are other small things like having both selection methods from GTK 1.4 and the ones from GTK 1.5 available.
Title: Re: GTK/Elite Force Shader problem
Post by: Martin Thompson on July 12, 2011, 04:11:04 PM
Ah rite. The stvef.game file worked btw, transparancys work in gtk 1.5 and i can see all shaders now.

I havnt really worked with 1.4 alot, 1.5 suffices for what i need. I might give NetRadiant a try then.
What do you mean with both selection methods?
Title: Re: GTK/Elite Force Shader problem
Post by: GSIO01 on July 13, 2011, 06:08:47 AM
GTK 1.5 introduced the box selection (Shift + Mouse drag) and dropped the old select inside brush/select touching/etc from 1.4. In my eyes especially Select Inside Brush can be much more useful as it is much more selective than the new method. For example if you only want to select a deck that is between two others (z-axis) as it is allowing to draw a 3D-Box (the brush) instead of the 2D-Boxes you can do with the new method.
Title: Re: GTK/Elite Force Shader problem
Post by: Martin Thompson on July 13, 2011, 12:53:22 PM
Yeah, 1.5 has that selection method aswell. i ALWAYS use select inside when selecting world geometry. Shift + Mouse drag is only usefull for selecting multiple vertices or edges in vertex or edge edit modes.
Title: Re: GTK/Elite Force Shader problem
Post by: GSIO01 on July 13, 2011, 01:22:23 PM
Ah ok so they put it back in sometime after i stopped using it.