question that needs answers
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question that needs answers
after a certain size of a map, all the textures of the map turn into a black and invisible water textures, like a huge tar pit. can somone help tell me the explanation
Sorry but you really gotta take a look in this forum. There are numerous topics about making maps. All the info is in there. If you can't be more specific: what sizes your textures are, what heightmap and metal map and commands your using for the mapconv utility, I don't think anyone can be of help.
heres some verification
actually there not any of maps i been making, because i cant make maps, the maps off file planet seem to have no textures, Mars, and Asia Pacific which are considerably larger maps. i know thats wrong because who would want to post untextured maps on file universe.
I think I know what he means. Goto to this link there
are screen shots. All the textures are black.
UPDATE:
This is screen shots of the new Mars1 map.
http://generalblood.tripod.com/index.htm
are screen shots. All the textures are black.
UPDATE:
This is screen shots of the new Mars1 map.
http://generalblood.tripod.com/index.htm
interesting
This is interesting. I have noticed something similar. On my computer one of my maps, Mystic canyons, looks normal. On my friends computer the map looks really really dark. You can barely see at all. Note: My comp sucks, 32meg graphics card,1.3ghz,512ram, and my friend's atleast has a 64 meg graphics card. Also on my computer the texture does not work on Asia Pacific, but all the other maps I've tried work fine.
Some computer don't shade the map according to .smd values. Could that be the problem?
I mean, texture map color is changed by the values in the "mapname.smd". For instance, Battle Straya texture is purple, but because it contains GroundAmbientColor=0.2 4 0.2; //ambient (non sun lit) color of ground (and grass trees etc)
GroundSunColor=0.4 4 0.4; //color of ground where fully sun lit (added to ambient)
GroundShadowDensity=0.8; //how far from the non shadowed to the ambient color stuff in shadow will go
it appears like passed into a green filter ingame. But some computer aren't able to handle those shading.
I mean, texture map color is changed by the values in the "mapname.smd". For instance, Battle Straya texture is purple, but because it contains GroundAmbientColor=0.2 4 0.2; //ambient (non sun lit) color of ground (and grass trees etc)
GroundSunColor=0.4 4 0.4; //color of ground where fully sun lit (added to ambient)
GroundShadowDensity=0.8; //how far from the non shadowed to the ambient color stuff in shadow will go
it appears like passed into a green filter ingame. But some computer aren't able to handle those shading.
yes thats exactly it
yes that ugly stuff on all larger maps, but now since you mention it, spring tells me im missing GL extensions for map shading. so yes maybe it could be, but then why does it work with smaller maps?