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  1. #1

    Lots of errors in default shaders

    G'day, I have recently installed "MOH War Chest" which is just a bundle of Allied Assault with the two expansions.
    Each time I compile I get the following errors:

    Code:
    entering scripts/mp_bahnhof_dm.shader
    !#!#! : Shader textures/mp_bahnhof/strangebrace1straight_1A has multiple surface types specified! surfacetype grill
    entering scripts/mp_malta.shader
    !#!#! : Shader textures/mp_malta/balcony_stone1_alpha has multiple surface types specified! surfacetype sand
    
    ...
    
    entering scripts/general_industrial.shader
    !#!#! : Shader textures/general_industrial/verticalbrace has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/general_industrial/ironbar has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/general_industrial/deckgrate_set1trimd has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/general_industrial/railcar_wheels has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/general_industrial/strangebrace1straight has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/general_industrial/strngbrace_set1f has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/general_industrial/crossbrace1 has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/general_industrial/crossbrace1a has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/general_industrial/crossbrace1b has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/general_industrial/strangebrace1 has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/general_industrial/strangebrace1a has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/general_industrial/strangebrace1b has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/general_industrial/deckgrate_set1 has multiple surface types specified! surfacetype metal
    !#!#! : Shader textures/general_industrial/deckgrate_set1 has multiple surface types specified! surfacetype grill
    !#!#! : Shader textures/general_industrial/deckgrate_set1a has multiple surface types specified! surfacetype metal
    !#!#! : Shader textures/general_industrial/deckgrate_set1a has multiple surface types specified! surfacetype grill
    !#!#! : Shader textures/general_industrial/jh_ruststain1 has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/general_industrial/crossbracing1_set1spl has multiple surface types specified! surfacetype metal
    !#!#! : Shader textures/general_industrial/rembridge_cross has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/general_industrial/boiler2 has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/general_industrial/transform_accessry has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/general_industrial/transform_accessry_winter has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/general_industrial/floordrain_bnkr has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/general_industrial/wiresnstuff has multiple surface types specified! surfacetype wood
    
    ...
    
    
    entering scripts/taardennes.shader
    !#!#! : Shader textures/TAardennes/winterdoor has multiple surface types specified! surfacetype snow
    
    ...
    
    
    entering scripts/wilderness.shader
    !#!#! : Shader textures/wilderness/bocage_canopy1 has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/wilderness/bocage_canopy1end has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/wilderness/bocage_canopy2 has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/wilderness/foliage2 has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/wilderness/foliagetest has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/wilderness/roots1 has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/wilderness/jh_foliage1 has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/wilderness/jh_foliage2 has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/wilderness/jh_foliage3 has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/wilderness/jh_foliage4 has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/wilderness/jh_foliage5 has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/wilderness/jh_cottonwood1 has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/wilderness/jh_cottonwood3 has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/wilderness/jh_foliage6 has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/wilderness/branches_radial has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/wilderness/branches_horizontal has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/wilderness/bocagerow_canopy has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/wilderness/m3l3hedgetrm1full has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/wilderness/m3l3hedgerow has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/wilderness/m3l3hedgerow_backculled has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/wilderness/m3l3hedgerowsml_backculled has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/wilderness/m3l3hedgerowsml_backculled_noclamp has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/wilderness/m3l3hedgerowsml_backculled_dark has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/wilderness/m3l3hedgerowsml has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/wilderness/m3l3hedgerowsml_noclamp has multiple surface types specified! surfacetype wood
    !#!#! : Shader textures/wilderness/m3l3hedgerowsml_end has multiple surface types specified! surfacetype wood
    etc.
    In between where the "..."s are, its business as usual, reading the shaders.
    So why is it having troubles with some default shaders and not others?

    It even goes on to say that my custom textures don't have a surface type even though they do, which is in the shader in the scripts folder in the pk3 which is in the main directory.

    What a shitload of bullshit!
    I'm coping it from all angles.
    I think I'll change everything back to editing Revival again.

    With this BS on top of everything else, I can't help but feel the MOH Gods are telling me to quit mapping. lol
    Last edited by AccadaccA; 09-15-2017 at 03:21 AM.

  2. #2
    Try removing your custom pk3s and trying again, especially any you don't need. Or maybe try consolidating them into a single one. Don't give up, the MOHAA deities are only demigods, and can be beaten :P. is this for a SH map? If so, I notice you said it is in 'main' rather than 'mainta'?

    That being said, are they actually errors or can they be ignored? Is your compile set to verbose?
    Last edited by 1337Smithy; 09-15-2017 at 08:24 AM.

  3. #3
    lol In that case I'll take to them with a baseball bat and get serious with these maps.
    The only custom pk3 is this current map.
    The War Chest installation was solely for working with this map.

    Good pick-up, I did have the pk3 in the mainta folder but the compiler and Radiant were both set to "main". The compiler couldn't find the map so I just moved the pk3 file to be in the same folder as the map file.
    I know I've balls everything with the move from Revival to War Chest.... but you get that with age. lol

    The errors can all be ignored as I've copied the pk3 to the mainta folder then with each new compile I have been copying the bsp file to the "mainta/obj" folder for testing.
    Its just odd that it can only see some of the script files correctly and not others.

    Yes, the bsp phase of the compile is set to verbose.

  4. #4
    I use the SH Radiant for both normal MOHAA maps and SH/BT maps . I just change the moddir, maps dir etc in File > Project Settings and point the MBuilder compiler to the MOHAATools (MOHAA Radiant) dir which has the old MOHlight etc and the map dir to main/maps

    I've been meaning to try Map Mate as it looks really good, it's just, as you pointed out before, you get stuck in your own ways a bit...
    Last edited by 1337Smithy; 09-15-2017 at 02:40 PM.

  5. #5
    Administrator Major_A's Avatar
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    Quote Originally Posted by AccadaccA View Post

    The War Chest installation was solely for working with this map.
    I'm sensing you know why I had so many game installs lol



  6. #6
    Quote Originally Posted by Major_A View Post
    I'm sensing you know why I had so many game installs lol

    Um... because you're a f'king Spearhead weirdo? lol
    Mate, this brings me to two installations of the game, not EIGHT like yourself. lol

    But yeah, it does pay to have a clean install to help eliminate problems.

  7. #7
    Quote Originally Posted by 1337Smithy View Post
    I've been meaning to try Map Mate as it looks really good, it's just, as you pointed out before, you get stuck in your own ways a bit...
    Unfortunately I have just found that Map Mate requires more work in the Spearhead side of things for the compiler.
    Something I wasn't aware of until a few days ago when I installed War Chest and started editing in the SH Radiant.
    The other night I started the required fixes to accommodate Spearhead better but I haven't had the time lately to properly go through it all and release the update.
    I've been meaning to mention this in the development thread.

  8. #8
    Administrator Major_A's Avatar
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    hhmmm lets see


    1. original CD install with mods multiplayer gameplay
    2. original CD clean install for mapping
    3. original CD clean install backup
    4. Warchest clean install for map testing
    5. Revial 2 install with mods for map testing and online game in Allied Assault
    6. and a backup of original CD from last hard drive/machine upgrade... that had all the crap in hold directories cause I was too lazy to sort everything out on my NAS server :P


    naaaah, just 6 lol yet still probly qualify for f'king weirdo status haha

    That was on my windows machine though, now I have only 3....
    2 installs of Revival 2 and 1 original CD install for mapping since I switched to Arch Linux



  9. #9
    PMSL
    I have always qualified for f'king weirdo status.
    Its just that people tend to not say it out loud to us ol' farts. Or maybe that's just my lack of hearing.

    Wow, only 6 installs. Perhaps I'm not the only one going senile here?
    You told me eight a few months back.

    Bugger, was that supposed to be a secret? Sorry, I promise not to tell a sole.
    (psst everybody else, he really had 8 but you didn't hear it from me ok? )

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