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acommon pack Rate Topic: -----

A custom Common pack containing some other features

#1 User is offline   xandaxs Icon

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Posted 22 January 2012 - 07:51 PM

DOWNLOAD LINK:
http://dl.winorwin.net/acommon_v1.rar

As written on the ReadMe File:

|||//////////\\\\\\\\\\|||
|||*** aCommon File ***||| 
|||\\\\\\\\\\//////////|||

This pack contains all regular scripts from the common folder plus
some others.

All acommon textures were created using the qer_editor image generator.
You can have access to such feature by being a member of the Custom
Map Makers community (CMM - www.custommapmakers.org).

This pack contains a few other textures and shaders that might help
mappers, either by learning how to do it, or by simply having a common
folder with everything they need.

When packing your map you'll only need to pack the shader file and
the acommon_text folder containing the textures you used.
PLEASE DO NOT MODIFY ANY SHADER UNLESS YOU USE YOUR OWN FOLDER; AS
IT MIGHT BREAK THE FILE AND EVERYONE ELSE USING IT WILL HAVE MISSING
TEXTURES.

All shaders were slightly modified by me. Below you've the names of
everyone who used it/gave it to me.
To have the shaders working, you need to add a line saying
"acommon" to your shaderlist.txt

This Pack has not yet been tested as my compilers are broke; therefore
this pack might be submited to changes and new releases pretty often.
More features might be added to the pack if needed.

If you've any suggestions please e-mail them to me:
xandosilva[at]hotmail[dot]com

*** CREDITS:
-> Fog shader: NuLL
-> Watercaulk, Lavacaulk and Ladder shaders: Moonie
-> White Glass shader: xSm3agol
-> Dark Glass shader: Co0ki3
-> Light Beam shader: DagF
-> Camera shader: Rambetter

***** This Pack contains:
** acommon_text:
-> black (simple 32x32 black image - often needed when making a map)
-> glass_radiosity
-> light_beam_1
-> light_beam_c
-> looking_glass_clear
-> q3a_glass_clear
-> q3a_looking_glass_fog
-> tinfx3
-> white (simple 32x32 white image - often needed when making a map)

** acommon:
-> AreaPortal
-> BotClip
-> Camera
-> Caulk
-> ClusterPortal
-> Cushion
-> DarkFog
-> DarkGlass
-> DoNotEnter
-> FullClip
-> Hint
-> Invisible
-> Ladder
-> LavaCaulk
-> LightBeam
-> LightGrid
-> MetalClip
-> Mirror
-> MissileClip
-> NoDraw
-> NoDrawNonSolid
-> NoDrop
-> NoLightMap
-> Origin
-> PlayerClip
-> Portal
-> Slick
-> Terrain
-> Trigger
-> WaterCaulk
-> WeapClip
-> WhiteFog
-> WhiteGlass

~~ Pack put together by xandaxs ~~
www.winorwin.net

This post has been edited by xandaxs: 22 January 2012 - 07:56 PM


#2 User is offline   xandaxs Icon

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Posted 22 January 2012 - 11:28 PM

I put this together mostly for newbie mappers, but i hope it'll be a handy tool for every mapper!
If not, then I'll be the only one using it :P

I'm okay with it ^^

#3 User is offline   banksy Icon

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Posted 02 February 2012 - 06:39 AM

nice job, but the only problem is the shader image is missing, even though its in the doc, on radiant it says its missing

#4 User is offline   xandaxs Icon

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Posted 02 February 2012 - 09:52 PM

i've no problems..
Have you placed everything corretly?

#5 User is offline   banksy Icon

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Posted 04 February 2012 - 03:00 AM

Yes, but maybe its because I'm running NetRadiant

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#6 User is offline   J.English Icon

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Posted 05 February 2012 - 04:54 AM

OK lemme take a guess at your problem.
Have you compiled the map and went in and it showed shader image missing ingame?
If so I dont know your problem.
If not, then it is just in radiant and that is fine.
Cause as you said "even though its in the doc, on radiant it says its missing "
this means to me that it's just missing in radiant. Check the shader file and see if there is a qer_editorimage in the shader. If not then add it and do as so:
qer_editorimage textures/"texturefolder"/"texturename.tga or jpg"

Then refresh your textures in radiant and it should show.

#7 User is offline   banksy Icon

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Posted 05 February 2012 - 09:02 AM

mhm, it says Shader Image Missing

#8 User is offline   J.English Icon

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Posted 05 February 2012 - 09:15 AM

ok. Which one are you trying to use?
Check in the shader what folder it says the textures are in and go to that folder. Of course make sure there is the image there and it is the right format. If it's there but not in the right format either change the image or change it in the shader ( best to change the image so your not editing a shader because sometimes that causes problems).
Thats the only reason I can really think.
Otherwise if the image is there and it all looks like it should be working you might need to create another shader file and just copy/paste the one you want into it and use that one. That usually works (did for me).

#9 User is offline   banksy Icon

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Posted 05 February 2012 - 10:50 AM

Wait so where do i put the shader images?

#10 User is offline   J.English Icon

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Posted 05 February 2012 - 11:50 AM

In your q3ut4 folder you use for mapping put:
From the file you download from this topic:
the acommon.shader into the Scripts folder of q3ut4 and include "acommon.shader" in the shaderlist.txt in the scripts folder.
The two folders "acommon" and "acommon_text" in textures should go into q3ut4/textures.

There isnt anything wrong with the files/folders as I have just checked so either your installation of where you put the things is incorrect or something is wrong with your copy/installation of netradiant.

This post has been edited by jenglish: 05 February 2012 - 11:51 AM


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