NetRadiant Unable to find default tag file shadertags.xml

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spixeln
Posts: 4
Joined: Fri Jun 06, 2014 10:36 pm UTC

NetRadiant Unable to find default tag file shadertags.xml

Post by spixeln »

Hello,
I have problem with NetRadiant (netradiant-20130630-win32).

Game location:
D:\Gry\unvanquished_0.28.0

NetRadiant location:
D:\netradiant-20130630-win32

NetRadiant console log:

OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = 32bpp
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: AMD Radeon HD 7640G
GL_VERSION: 4.4.12874 Compatibility Profile Context 14.100.0.0
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth GL_ARB_copy_buffer GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth GL_ARB_copy_buffer GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth GL_ARB_copy_buffer GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth GL_ARB_copy_buffer GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth GL_ARB_copy_buffer GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth GL_ARB_copy_buffer GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sa
Anisotropic filtering possible (max 16x)
Loaded Texture: "D:/netradiant-20130630-win32/bitmaps/notex.png"
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
Unable to find default tag file D:/netradiant-20130630-win32/unvanquished.game/shadertags.xml. No tag support.
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
Texture load failed: "textures/"
brushDragNew
Autosaving...
Open file D:/Gry/unvanquished_0.28.0/main/maps/autosave.map for write...success

How to solve this problem ?

User avatar
Viech
Project Head
Posts: 2139
Joined: Fri Aug 03, 2012 11:50 pm UTC
Location: Berlin

Re: NetRadiant Unable to find default tag file shadertags.xm

Post by Viech »

I get the same two error messages you marked in red. My setup is fully functional though. I'm not sure what the missing shadertags.xml is supposed to do, if it adds any benefit we can include it in the upcoming mapeditor support packages. The »Texture load failed: "textures/"« sounds like either the (apparently empty?) map you loaded or the game data references a texture with the given path, which would be an uncritical bug.

Be aware that our editor support is still in the making and right now there is no convenient or out-of-the-box way to setup a mapping environment. However, we have Neu working on it and thus the situation is getting better. With some luck, someone will even back this up with documentation (what's up Veyrdite? :grin: ).

Also, welcome to our forums!

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

spixeln
Posts: 4
Joined: Fri Jun 06, 2014 10:36 pm UTC

Re: NetRadiant Unable to find default tag file shadertags.xm

Post by spixeln »

I downloaded GTKRadiant 1.6.4 and https://github.com/Unvanquished/mapedit ... gtkradiant Where I copy the folders: game and install?

User avatar
neumond
Programmer
Posts: 10
Joined: Fri Mar 21, 2014 1:51 pm UTC

Re: NetRadiant Unable to find default tag file shadertags.xm

Post by neumond »

Use

Code: Select all

git clone https://github.com/neumond/GtkRadiant.git
cd GtkRadiant
scons

i.e. compile as usual (but with patched source).
Dependencies you'll need are the same as the radiant's ones: http://icculus.org/gtkradiant/installation.html#linux
Running scons will automatically fetch gamepacks. Just run radiant and choose Unvanquished.

In case of any problems feel free to post there :3

spixeln
Posts: 4
Joined: Fri Jun 06, 2014 10:36 pm UTC

Re: NetRadiant Unable to find default tag file shadertags.xm

Post by spixeln »

neumond wrote:

Use

Code: Select all

git clone https://github.com/neumond/GtkRadiant.git
cd GtkRadiant
scons

i.e. compile as usual (but with patched source).
Dependencies you'll need are the same as the radiant's ones: http://icculus.org/gtkradiant/installation.html#linux
Running scons will automatically fetch gamepacks. Just run radiant and choose Unvanquished.

In case of any problems feel free to post there :3

I have Windows 7 Home Premium 64bit.

User avatar
neumond
Programmer
Posts: 10
Joined: Fri Mar 21, 2014 1:51 pm UTC

Re: NetRadiant Unable to find default tag file shadertags.xm

Post by neumond »

Oh, sorry, didn't see D:/ prefixes. Anyway we've just decided to drop gtkradiant support since no one use it. If you cannot compile it, probably better to try netradiant again. I can say for sure gtkradiant requires code patches and has no way to just download, put some files and get it working.

User avatar
Viech
Project Head
Posts: 2139
Joined: Fri Aug 03, 2012 11:50 pm UTC
Location: Berlin

Re: NetRadiant Unable to find default tag file shadertags.xm

Post by Viech »

Well we can still offer as much support for gtkradiant as feasible, it would just be wise to build upon netradiant as soon as we start adding engine-specific features to an editor.

spixeln, you can search the forums for netradiant builds, I think Ingar has some for windows, too. The support for netradiant isn't completed either but the repository of the support files I linked you to should offer what you need to get netradiant running without compiling from source.

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

spixeln
Posts: 4
Joined: Fri Jun 06, 2014 10:36 pm UTC

Re: NetRadiant Unable to find default tag file shadertags.xm

Post by spixeln »

Ok,
I found the solution.

Netradiant -> Plugins -> ShaderPlug -> Create tag file

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