What does this mean:
Safe_mallooc failed on allocation of 1092 bytes.
ERROR:memory allocation failed: creating buffer.
And
WARNING: couldn't find image for shader textures.
This happens during the -BSP process.
I was in a little bit of a hurry when I posted this and didn't have the time to look through the forums.
Originally posted by GothiX
And 7 topics down, we find:
http://www.lucasforums.com/showthread.php?s=&threadid=124437)
That still doesn't explain the missing image for shader textures.
I'm not sure it does really have to explain that. Your main problem is a memory allocation error. The missing image is only a warning so you should worry about the error first.
Missing images happen a lot, though it never causes a single problem.
Originally posted by GothiX
Missing images happen a lot, though it never causes a single problem.
THx all.
OK, the map compiled but when it loads, the terrain has the missing texture thing on it and the sky box is looking like when you look out into the void and sv_pure 0 does not work.
Care to post the sky and terrain shaders?
Also - be sure to check that r_showsky is set to 1.
Originally posted by GothiX
Care to post the sky and terrain shaders?
Also - be sure to check that r_showsky is set to 1.
Here you go:
textures//terrain_base
{
nopicmips
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}
textures//terrain_0
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/snowbiga.jpg
{
map textures/hoth/snowbiga.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures//terrain_1
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/snow_01.jpg
{
map textures/hoth/snow_01.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures//terrain_2
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/ice2.jpg
{
map textures/hoth/ice2.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures//terrain_3
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/h_outground_2.jpg
{
map textures/hoth/h_outground_2.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures//terrain_4
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/h_outground_3.jpg
{
map textures/hoth/h_outground_3.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures//terrain_5
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/h_outground.jpg
{
map textures/hoth/h_outground.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures//terrain_0to1
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/snowbiga.jpg
{
map textures/hoth/snowbiga.jpg
}
{
map textures/hoth/snow_01.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures//terrain_0to2
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/snowbiga.jpg
{
map textures/hoth/snowbiga.jpg
}
{
map textures/hoth/ice2.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures//terrain_0to3
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/snowbiga.jpg
{
map textures/hoth/snowbiga.jpg
}
{
map textures/hoth/h_outground_2.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures//terrain_0to4
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/snowbiga.jpg
{
map textures/hoth/snowbiga.jpg
}
{
map textures/hoth/h_outground_3.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures//terrain_0to5
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/snowbiga.jpg
{
map textures/hoth/snowbiga.jpg
}
{
map textures/hoth/h_outground.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures//terrain_1to2
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/snow_01.jpg
{
map textures/hoth/snow_01.jpg
}
{
map textures/hoth/ice2.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures//terrain_1to3
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/snow_01.jpg
{
map textures/hoth/snow_01.jpg
}
{
map textures/hoth/h_outground_2.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures//terrain_1to4
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/snow_01.jpg
{
map textures/hoth/snow_01.jpg
}
{
map textures/hoth/h_outground_3.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures//terrain_1to5
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/snow_01.jpg
{
map textures/hoth/snow_01.jpg
}
{
map textures/hoth/h_outground.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures//terrain_2to3
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/ice2.jpg
{
map textures/hoth/ice2.jpg
}
{
map textures/hoth/h_outground_2.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures//terrain_2to4
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/ice2.jpg
{
map textures/hoth/ice2.jpg
}
{
map textures/hoth/h_outground_3.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures//terrain_2to5
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/ice2.jpg
{
map textures/hoth/ice2.jpg
}
{
map textures/hoth/h_outground.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures//terrain_3to4
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/h_outground_2.jpg
{
map textures/hoth/h_outground_2.jpg
}
{
map textures/hoth/h_outground_3.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures//terrain_3to5
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/h_outground_2.jpg
{
map textures/hoth/h_outground_2.jpg
}
{
map textures/hoth/h_outground.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures//terrain_4to5
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/h_outground_3.jpg
{
map textures/hoth/h_outground_3.jpg
}
{
map textures/hoth/h_outground.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
The sky box is the normal Hoth sky box but I'll try the r_showsky command.
Your shader seems to be folderless.
Originally posted by GothiX
Your shader seems to be folderless.
What do you mean?
Oh yeah! I tried the map again and opened the consol and there was something there about not having a light map or something like that.
It's the shaders that don't have light maps, otherwise the map has a _sun entity in it.
He means the lines that look like:
textures//terrain_4to5
There is no folder....you missed a part of the tutorial...if you didn't use a tutorial I suggest you do!
It worked
Just one more little question, is it possible to make the textures in the shader bigger. As in it not repeating itself?
Press NumPadPlus in Easygen.