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PostPosted: Wed 25. Jul 2012, 05:35 
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NewPaddy
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Hi all,

I am struggling with this without luck.

I'm using NetRadiant under Linux to edit my map. In my first version, I had the texture correctly shown in Radiant, and in the game. Like this:

Attachment:
File comment: This is what I see in NetRadiant. The pattern does not repeat. (This is the correct result.)
radiant.jpg
radiant.jpg [ 50.27 KiB | Viewed 867 times ]


However, now I can't get that correct result any more. In game, I am seeing this:

Attachment:
File comment: This is what I see in game. The pattern repeats. (I don't want it to repeat)
in_game.jpg
in_game.jpg [ 74 KiB | Viewed 867 times ]


I tried to change the surface setting several times, but I just can't get the correct result. Anybody knows what could be wrong?

Here's the pk3 file (the one with "debug"):
https://sites.google.com/site/buddyfrie ... maps?pli=1

Thank you in advance!

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In one of the WoP games...
FatBastard: BuddyFriendGuy, you are not friendly at all!
BuddyFriendGuy: Well, you are not a bastard either.

Allusion of BuddyFriendGuy http://www.southparkstudios.com/clips/165191/im-not-your-friend-guy


Last edited by BuddyFriendGuy on Thu 2. Aug 2012, 08:50, edited 1 time in total.

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PostPosted: Wed 25. Jul 2012, 11:26 
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PadBaby
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Did you also try the SurfaceInspector?
It's reachable via pressing "s", looks like this:

Image

Simply select your surface and press "fit" in the surface inspector, that should do the trick.


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PostPosted: Wed 25. Jul 2012, 23:54 
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NewPaddy
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Wakey wrote:
Did you also try the SurfaceInspector?


Thank you very much, Wakey, for replying.

Yes, I did use SurfaceInspector. This is what I see:

Attachment:
File comment: What I see in NetRadiant.
surface_inspector_normal.jpg
surface_inspector_normal.jpg [ 81.17 KiB | Viewed 844 times ]


In NetRaidant, I was able to adjust the texture/surface (I had to flip the texture horizontally by setting the stretch to -1.0). But what I see in NetRadiant is different from what I see in game. So I really don't know what went wrong in the process.

_________________
In one of the WoP games...
FatBastard: BuddyFriendGuy, you are not friendly at all!
BuddyFriendGuy: Well, you are not a bastard either.

Allusion of BuddyFriendGuy http://www.southparkstudios.com/clips/165191/im-not-your-friend-guy


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PostPosted: Sat 28. Jul 2012, 08:45 
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Sometimes the scale of a texture is set within the texture shader script. That's why you see differences between Rqadiant and in game view.

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PostPosted: Sun 29. Jul 2012, 19:02 
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NewPaddy
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Thanks, Kai-Li. This is my shader file -- I don't fully understand it, but it doesn't seem to have any size information. (?)

Code:
textures/bfg_fly_or_die/east.tga
{
     surfaceparm trans
     surfaceparm pointlight
     polygonOffset
    {
        map textures/bfg_fly_or_die/east.tga
        rgbGen identity
        blendFunc blend
    }
}

_________________
In one of the WoP games...
FatBastard: BuddyFriendGuy, you are not friendly at all!
BuddyFriendGuy: Well, you are not a bastard either.

Allusion of BuddyFriendGuy http://www.southparkstudios.com/clips/165191/im-not-your-friend-guy


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PostPosted: Sun 29. Jul 2012, 20:19 
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PadKid
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Hi BFG,

sorry for the german posting, but i don't know how to say it in englisch ;Y) May google or somebody can translate this. You can also read The Brains outdatet but in this case helpfully Radiant-Tutorial which is written in english.

Der Radiant durchsucht mehr Verzeichnisse nach Texturen als der Compiler (q3map2) mit dem die Map schließlich kompiliert wird. Vermutlich liegen deine Texturen in einem Verzeichnis welches zwar der Radiant liest, nicht aber q3map2. Das ist meiner Meinung nach der Grund, warum im Radiant alles ok aussieht, nicht aber in der fertig kompilierten Map. Wenn ich damit richtig liege, sollte es funktionieren wenn du die fehlerhaft dargestellten Texturen in das base-Verzeichnis von WoP kopierst, also in "WoP-Installation/wop/textures/bfg_fly_of_die/east.tga".

Ganz nebenbei bemerkt verwendet der Radiant Unterstriche in Verzeichnisnamen um Texturen geordnet anzeigen zu können. Ich würde auf so Namen wie "bfg_fly_or_die" verzichten um Probleme zu vermeiden. Dies sollte aber mit dem eigentlichen Problem nichts zu tun haben ;)

Liebe Grüße,
Hectic

EDIT: I will try it in english:
The Radiant search in more folders for textures than the compiler (q3map2). I think that is the reason for the different results in Radiant and WoP. If you put your textures in "wop installation folder/wop/textures/bfg_fly_or_die/" and compile your map again, i think all will work properly. This isn't a correct translation of the german part, but it should help to fix your problem ;)

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PostPosted: Thu 2. Aug 2012, 08:50 
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NewPaddy
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Hectic! It works!! Thank you so very much!

Hectic wrote:
The Radiant search in more folders for textures than the compiler (q3map2). I think that is the reason for the different results in Radiant and WoP. If you put your textures in "wop installation folder/wop/textures/bfg_fly_or_die/" and compile your map again, i think all will work properly.


I think this should be added to some FAQ. I spent some much time on this problem and could not figure out why it didn't work.

Also, the underscore _ did not cause any problem.

Thank you! Thank you! Thank you!

_________________
In one of the WoP games...
FatBastard: BuddyFriendGuy, you are not friendly at all!
BuddyFriendGuy: Well, you are not a bastard either.

Allusion of BuddyFriendGuy http://www.southparkstudios.com/clips/165191/im-not-your-friend-guy


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