Page 1 of 1
Radiant texture error
Posted: August 6th, 2013, 11:12 pm
by F |Madness| U
So I made a custom texture, applied it to some walls, floor and ceiling in my test map.
Worked fine everywhere except the ceiling, it came out like this...
Re-Edit: NOT FIXED. I tried making the texture 512x512 instead so it was about 300kb rather than 1.3mb, yet the same error (as seen above) occurs, so I don't think it can be a memory limit or something along those lines. Any other ideas? Maybe it's a decal limit, I've been trying to find a guide with proper settings for custom (see through) glass textures, and all the settings are different on each guide I find. The settings I'm using at the moment are below:
It seems that blendFunc: Blend is what's causing the issue. However as far as I know there is no way to get a transparent texture without using this setting :S
Any help is appreciated, thanks.
Re: Radiant texture error
Posted: August 7th, 2013, 2:20 pm
by F |Madness| U
Posting just to update topic, see first post.
Re: Radiant texture error
Posted: August 7th, 2013, 3:39 pm
by Rezil
Your sort is wrong, set it to default and try again.
Re: Radiant texture error
Posted: August 7th, 2013, 3:54 pm
by F |Madness| U
Oh, one of the guides said to use that.
Still the same problem anyway with Sort: Default*.
Gonna try creating a new room, incase somehow the brushes are fucking it up.
Also note it's not the same pattern as the other room, it's almost as if it starts texturing that brush and then gives up, is leading me to believe it may be the brushes fault.
Re: Radiant texture error
Posted: August 7th, 2013, 3:57 pm
by Rezil
Is this a regular brush or a mesh? To me, it looks like you set different alpha values on the vertices - assuming you're using a mesh. I've never seen this on a normal brush though.
Re: Radiant texture error
Posted: August 7th, 2013, 4:17 pm
by F |Madness| U
Nope, I simply dragged on the 2D view to make a brush, made it into a cube, hollowed it out, re-sized it so there were no pieces of the brush colliding. And then I turned the whole brush into my desired texture. (Is that fine to do? I know ideally you should caulk it and then just texture the surfaces that are visible, but in this case they're all visible).
Also, it definitely can't be some usage limit since I made a huge brush on the floor and it all worked fine. Also, seems to effects all ceiling textures (ie. any texture facing downwards). See:

[/img]
Re: Radiant texture error
Posted: August 7th, 2013, 4:39 pm
by Rezil
The skybox might be interfering with the textures then, try changing the skybox or use a texture that isn't transparent.
Re: Radiant texture error
Posted: August 7th, 2013, 4:42 pm
by F |Madness| U
If I use a non-transparent texture (stock or custom) it works fine. But obviously I hope to get this working with transparent textures, and I'm pretty sure I've seen other maps with transparent ceilings.
I'll try changing the skybox now, also I'll try using a stock transparent texture and see how that turns out.
Re: Radiant texture error
Posted: August 7th, 2013, 4:52 pm
by F |Madness| U
Hmmf. Same effect with a different skybox. Using a stock glass texture (me_glass_dirt) or something along those lines, it works fine

Re: Radiant texture error
Posted: August 7th, 2013, 7:30 pm
by Drofder2004
If you are not using it as part of the skybox, why are you not using a patch/terrain for alpha textures?
Re: Radiant texture error
Posted: August 7th, 2013, 7:45 pm
by F |Madness| U
I assumed most glass (transparent) window textures were just brushes with the glass texture, are they patches/terrain then?
Also, I made a light grid, and compiled lighting on fast + extra (rather than fast previously), and the `glitch` is still there, but to a much lesser extent.

Re: Radiant texture error
Posted: August 7th, 2013, 8:05 pm
by F |Madness| U
Tried it as a terrain patch, and the same error occurs.
Re: Radiant texture error
Posted: August 7th, 2013, 9:00 pm
by Rezil
Try other blendFuncs instead of 'blend' and see whether it makes a difference.
Re: Radiant texture error
Posted: August 7th, 2013, 9:55 pm
by F |Madness| U
`Add` gives an invisible texture. `Replace*` gives an opaque texture. The others arn't compatible with material type world phong.
On this tutorial (I know it says for CoD5, but I figured it can't be too different) it says to use blendFunc `replace` for glass. But whenever I do this it comes out opaque.
http://wiki.modsrepository.com/index.ph ... m_Textures
Maybe I need to change my texture for it to work with blendFunc replace? My texture was just one layer (the glass type image) set to about 150/250 opacity and saved in DXT5 to .dds.