[Gtkradiant] Suggestion: add 'common' to shaderlist.txt

Nerius Landys nlandys at gmail.com
Tue Apr 15 12:20:14 CDT 2008


Sorry for being so verbose, but I just realized that maybe my compile worked
while there was just "common" in my shaderlist.txt because I was using only
textures and not shaders?

On Tue, Apr 15, 2008 at 10:15 AM, Nerius Landys <nlandys at gmail.com> wrote:

> It seems that the shaderlist.txt in the Urban Terror install dir is
> responsible for determining which textures/shaders get pulled automatically
> into the bsp compile process.  (When I build the bsp I see all the textures
> listed in shaderlist.txt being parsed and pulled in, in the console.)  It
> seems that the shaderlist.txt in my ~/.q3a directory is able to determine
> which texture directories are displayed in my UI when I select
> "shaderlist.txt only", overriding the shaderlist.txt in the Urban Terror
> install dir.  However the shaderlist.txt in my ~/.q3a directory does not
> have an effect on which textures get pulled automatically into the build
> process (modifying the shaderlist.txt in my ~/.q3a directory has no effect
> in the console output related to all the shaders being parsed during the bsp
> build).
>
> I had just a shaderlist.txt in my Urban Terror install directory
> containing a single line "common".  I had no shaderlist.txt in my ~/.q3a
> diretory.  I had a map that used textures in the Urban Terror pk3s, and
> these textures were not in common (one of them was in bbq6 if I recall
> correctly, and bbq6 was not in my shaderlist.txt).  The compile worked.  So
> in other words I don't think it's necessary to list all textures in the
> shaderlist.txt in the Urban Terror install dir for the bsp compile process
> to work, even when the map uses shaders/textures not listed in the
> shaderlist.txt.  That is why I propose to remove essentially all (or at
> least some) of the lines in this shaderlist.txt file.  The way it stands now
> will not result in a successful bsp compile, as mentioned in my previous
> email.
>
> This all is pretty complicated.  I hope it makes sense.  I would like to
> see the tool be as painless as possible to install and get running for
> mappers.  I can get mine to work but other people will have the same problem
> and they may not figure out how to solve it.
>
>
> On Tue, Apr 15, 2008 at 9:19 AM, Nerius Landys <nlandys at gmail.com> wrote:
>
> > Did you see the error I was getting in my previous email?
> >
> > 1. I remove every instance of shaderlist.txt under ~/.q3a.  (I had
> > manually copied and edited a shaderlist.txt to my dot directory as an
> > attempt to work around this bug, but it didn't help.)
> > 2. I use the stock UrT shaderlist.txt that comes from your SVN (as per
> > install instructions).
> > 3. I compile, and get the error described in my previous email.
> >
> > The workaround that I MUST DO in order to get around this problem is to
> > nuke at least some lines from YOUR shaderlist.txt.  I chose to remove every
> > line from the file, and I added common.  My compile works now.  I have no
> > clutter in any of my directories; my ~/.radiant/, ~/.q3a/, UrT install dir
> > and ZeroRadiant install dirs are created absolutely fresh.
> >
> >
> > On Tue, Apr 15, 2008 at 7:41 AM, Timothee Besset <ttimo at idsoftware.com>
> > wrote:
> >
> > > I added common to the latest UrT shaderlist.txt
> > >
> > > The ZeroRadiant game config copies the UrtPack/install/ content to the
> > > game path, that's how it places all the scripts. The one you have
> > > under
> > > ~/.q3a doesn't come from us and should probably be deleted.
> > >
> > > TTimo
> > >
> > > Nerius Landys wrote:
> > > > 1.6 compile from source for Linux.
> > > >
> > > > I was having a problem compiling the bsp for my map until I
> > > > essentially removed every line from my shaderlist.txt file (Urban
> > > > Terror install directory).
> > > >
> > > > Two shaderlist.txt files on my system:
> > > >   /opt/mapping-urt/q3ut4/scripts/shaderlist.txt (Urban Terror
> > > install
> > > > directory)
> > > >   ~/.q3a/q3ut4/scripts/shaderlist.txt
> > > >
> > > > The shaderlist.txt in the UrbanTerror install directory I had set to
> > > > the one that comes stock with the UrT mapping tools (from your SVN,
> > > as
> > > > per build instructions on your webpage).  The shaderlist.txt in my
> > > > home directory I set to contain just one line, "common".  Then I
> > > tried
> > > > to compile a bsp and I got the following error:
> > > >
> > > > ...
> > > > ...
> > > > entering scripts/riva.shader
> > > > entering scripts/riyadh_lamp.shader
> > > > entering scripts/roman_armor.shader
> > > > entering scripts/sarah.shader
> > > > entering scripts/scopering.shader
> > > > entering scripts/scopes.shader
> > > > entering scripts/sfx.shader
> > > > entering scripts/sggatec.shader
> > > > entering scripts/shminkylights.shader
> > > > entering scripts/sinnifunstuff.shader
> > > > entering scripts/sky.shader
> > > > entering scripts/sky_thingley.shader
> > > > entering scripts/sn_smoke.shader
> > > > entering scripts/streetlamp.shader
> > > > entering scripts/sweetnutz.shader
> > > > WARNING: Unknown surfaceparm: "solid"
> > > > entering scripts/sweetnutz3.shader
> > > > entering scripts/swim.shader
> > > > entering scripts/tom.shader
> > > > entering scripts/toxic2sky.shader
> > > > entering scripts/toxiclight.shader
> > > > entering scripts/toxicscripts.shader
> > > > entering scripts/toxicsky.shader
> > > > entering scripts/toxic_water.shader
> > > > entering scripts/true_fence.shader
> > > > entering scripts/tunis.shader
> > > > WARNING: Unknown q3map_alphaMod method: dotproduct2
> > > > WARNING: Unknown q3map_alphaMod method: dotproduct2
> > > > WARNING: Unknown q3map_alphaMod method: dotproduct2
> > > > entering scripts/tunis_sky.shader
> > > > entering scripts/turnpike.shader
> > > > entering scripts/urbanq3_misc2.shader
> > > > entering scripts/urbanterror_ui.shader
> > > > ************ ERROR ************
> > > > ParseShaderFile(): scripts/urbanterror_ui.shader, line 37: { not
> > > found!
> > > > Found instead: blendFunc
> > > > Last known shader: assets/ui_lines1a.tga
> > > > Received error msg .. shutting down..
> > > >
> > > > I changed the shaderlist.txt file in the install directory to
> > > contain
> > > > just one line, "common".  I compiled again and the problem was
> > > fixed.
> > > >
> > > > So maybe the shaderlist.txt file needs adjustment in SVN?  Maybe
> > > just
> > > > leave it totally blank or let it contain just one line, "common"?
> > >  The
> > > > user can override this with the one in their home directory.  Well,
> > > > sort of, because when the shaderlist.txt in the install dir had all
> > > > those lines and the one in my home dir had just one line the compile
> > > > was failing due to all those shaders being looked up.  So the
> > > > shaderlist.txt in my home dir does not completely override the one
> > > in
> > > > the install dir - there is some funny business going on.
> > > >
> > > >
> > > >
> > > > On Mon, Apr 14, 2008 at 7:53 PM, Nerius Landys <nlandys at gmail.com
> > > > <mailto:nlandys at gmail.com>> wrote:
> > > >
> > > >     I noticed that 'common' is missing from the Urban Terror shader
> > > >     list.  This provides caulk and the other standard shaders.  Is
> > > the
> > > >     shaderlist.txt still a relevant file?  It does get used by
> > > >     ZeroRadiant when I choose to show only textures in
> > > shaderlist.txt
> > > >     under the Texture menu.  Perhaps 'common' should be added to
> > > this
> > > >     file, no?
> > > >
> > > >     nlandys at sylvester:~/ZeroRadiant$ pwd
> > > >     /home/nlandys/ZeroRadiant
> > > >     nlandys at sylvester:~/ZeroRadiant$ find . -name shaderlist.txt
> > > >     ./install/installs/UrTPack/install/q3ut4/scripts/shaderlist.txt
> > > >     ./install/installs/UFOAIPack/install/base/scripts/shaderlist.txt
> > > >
> > > ./install/installs/Q2WPack/install/default/scripts/shaderlist.txt
> > > >     nlandys at sylvester:~/ZeroRadiant$
> > > >
> > > >
> > > >
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