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Customs Maps All White

Junior Spellweaver
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Jan 6, 2009
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ive added custom maps a few of them are working fine there is 2 not working Obstaclecourse and superflip
They are pure white no textures i tried these same maps in another 1.5 client and they worked fine
Does somthing in the source need to be changed not to allow new maps but for the textures?





My other custom map which works :S

I cannot get my head round this all i can think of is superflip and obstacle have to have light map off but the other maps it doesnt matter if its on or off



Ok thats weird i went to The maps .RS.XML File and changed

Code:
 <MATERIAL name=[COLOR="#FF0000"]"Highschool_Lockers001_1"> This[/COLOR]
			<DIFFUSE>1.00000000 1.00000000 1.00000000</DIFFUSE>
			<AMBIENT>1.00000000 1.00000000 1.00000000</AMBIENT>
			<SPECULAR>1.00000000 1.00000000 1.00000000</SPECULAR>
			<DIFFUSEMAP>[COLOR="#FF0000"]Highschool/Lockers001_1.jpg</DIFFUSEMAP> And This [/COLOR]</MATERIAL>
To                    <MATERIAL name=[COLOR="#FF0000"]"gunz_Lockers001_1">[/COLOR]
			<DIFFUSE>1.00000000 1.00000000 1.00000000</DIFFUSE>
			<AMBIENT>1.00000000 1.00000000 1.00000000</AMBIENT>
			<SPECULAR>1.00000000 1.00000000 1.00000000</SPECULAR>
			<DIFFUSEMAP>[COLOR="#FF0000"]Lockers001_1.jpg[/COLOR]</DIFFUSEMAP>
Now the textures are working fine When i use the maps on any other test client they work fine without this change #confused So the only possible thing is The edit will be in the source somewhere but where ive tried search mmatch_map but not finding it :S
 
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Ninja Goblin
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Not sure why it apparently worked in another client since the reason the texture was white is because the game cant find a location or file named like that since the diffuse map filename references a specific path to a file.

"Highschool/Lockers001_1.jpg" makes the game look for a folder called highschool and the file lockers001_1.jpg inside it in the current directory (your maps mrs file)
So if your mrs file doesnt have a folder called highschool or a file inside that folder called lockers001_1.jpg it will render the surface using said texture in the materials diffuse color (<DIFFUSE>1.00000000 1.00000000 1.00000000</DIFFUSE> = white).
For the future avoid filepaths/folders in your diffuse map lines at all cost where possible.
This is a thing gtkradiant/gzmap does, instead of just copying the textures it copies the whole folder structure along with the textures.
Usually its not an issue but apparently it was here, its the only thing that comes to mind.

Personally id recommend using 3ds max over gtkradiant.

Ps: i HIGHLY recommend converting your textures to dds and foremost use a resolution based on power of 2 (so 64x64/128x128/256x256 or 32x64/64x128/128x256 for example) for them.
Optimizing your textures like that gives you a better framerate and load time in most cases.
 
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Junior Spellweaver
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i dont make my own maps dude and what it must be is in the source its looking somwhere else for the textures i have noticed the maps that where white all the map files of highschool were in folders within highschool but the xml was telling them to look there so it should work unless in the source its told to look for them in the actual highschool folder the map i added gunz-mart all the map files where in 1 folder and that map had no problem so it has to be the source just gonna search threw my source once more
 
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