Druid Bremen Posted December 9, 2003 Share Posted December 9, 2003 Is the shader code for Q3 changed, so that it does not work for JA? Whenever I load up a md3 made for Q3, I get: WARNING: Activate shader failed for (namehere) Link to comment Share on other sites More sharing options...
razorace Posted December 9, 2003 Share Posted December 9, 2003 It's probably related to the use of a .md3. JKA has been modifed to mainly use .glm format for models. Link to comment Share on other sites More sharing options...
Druid Bremen Posted December 9, 2003 Author Share Posted December 9, 2003 Are we talking about the same thing? What I mean is, a map model, not the player models lol. Link to comment Share on other sites More sharing options...
razorace Posted December 9, 2003 Share Posted December 9, 2003 ok. Post the shader file then. Link to comment Share on other sites More sharing options...
Druid Bremen Posted December 10, 2003 Author Share Posted December 10, 2003 Nevermind, just tell me all the differences between JA shader code and Q3 shader code, so I can replace the parts of the code, to the best of your knowledge. Â Edit: I revised my decision, here's the code: Â models/mapobjects/flame/flame { surfaceparm alphashadow cull disable { animmap 15 models/mapobjects/flame/flame.jpg models/mapobjects/flame/flame01.jpg models/mapobjects/flame/flame02.jpg models/mapobjects/flame/flame03.jpg models/mapobjects/flame/flame04.jpg models/mapobjects/flame/flame05.jpg blendfunc add rgbGen identity } } Â models/mapobjects/flame/lord { { map models/mapobjects/flame/flame.jpg tcMod scroll 1 1 rgbGen identity } { map models/mapobjects/flame/lord.tga blendfunc blend rgbgen vertex } } Â Â But I still would like you to give me the differences between JA shader code and Q3 shader code. Link to comment Share on other sites More sharing options...
razorace Posted December 10, 2003 Share Posted December 10, 2003 Well, it might be because your models/mapobjects/flame/lord.tga is in .tga format. Try converting it to .png. In addition, .pngs are smaller and lossless. Link to comment Share on other sites More sharing options...
Druid Bremen Posted December 10, 2003 Author Share Posted December 10, 2003 Omg I forgot about that lol! I'll try that and see. Thanks. Â Edit: Didn't work. Â Fine... I'll give you what's in the models/mapmodels/flame directory, before I converted to .png. fire.jpg flame01.jpg flame02.jpg flame03.jpg flame04.jpg flame05.jpg flame.jpg flame.MD3 lord2.tga lord.tga -------------I converted these 2. Â Also, am I supposed to change the cull disabled to cull twosided? Link to comment Share on other sites More sharing options...
razorace Posted December 10, 2003 Share Posted December 10, 2003 No, I think that command still works... Link to comment Share on other sites More sharing options...
Druid Bremen Posted December 10, 2003 Author Share Posted December 10, 2003 Everything doesn't work. Link to comment Share on other sites More sharing options...
razorace Posted December 10, 2003 Share Posted December 10, 2003 Try removing the shader file and see if it works ingame. Link to comment Share on other sites More sharing options...
Druid Bremen Posted December 11, 2003 Author Share Posted December 11, 2003 What? Removing the shader file?? The model requires the shader to work, for there is an animation, for the flame to seem to move. I think it needs the shader file. But I'll try. Link to comment Share on other sites More sharing options...
Lil Killa Posted December 11, 2003 Share Posted December 11, 2003 All Q3 shaders work in JA as long as the corect files are included with the shader... Â I think I know wha is wrong with the shader.. Â 1. As far as I know your not supposed to have the .jpg extension anywhere in a shader file. Â 2. This chunk of data looked screwy just at a glance: Â { animmap 15 models/mapobjects/flame/flame.jpg models/mapobjects/flame/flame01.jpg models/mapobjects/flame/flame02.jpg models/mapobjects/flame/flame03.jpg models/mapobjects/flame/flame04.jpg models/mapobjects/flame/flame05.jpg blendfunc add rgbGen identity } Â Try either getting rid of the .jpg extension or make it .tga (yes I know the files are .jpg's but that's just how a shader works.) Also that "chunk" of stuff just blobed together like that looks wrong but as I don't know completely what this shader does I can't realy say much more.. Â Â Again get rid of those .jpg file extensions in some way, shape, or form as they have "something" to do with your shader not working. (Check the original shader, if there was one, to see what extension were used in it.) Link to comment Share on other sites More sharing options...
Druid Bremen Posted December 11, 2003 Author Share Posted December 11, 2003 Bah, this IS the original shader. And yes, that did seem screwy to me, but I did not dare edit it. What should I convert the .jpg to? Link to comment Share on other sites More sharing options...
razorace Posted December 11, 2003 Share Posted December 11, 2003 ACtually that's not nessicary. The engine automatically tries different file extentions if it can't find them. I beleive the order is jpg->png->tga. Link to comment Share on other sites More sharing options...
Druid Bremen Posted December 11, 2003 Author Share Posted December 11, 2003 Unless... Someone help me rewrite the shader code? I'll send the model to you if you want. I'm desperate, I really want this model. Link to comment Share on other sites More sharing options...
razorace Posted December 12, 2003 Share Posted December 12, 2003 Again, try just running the model without a shader file. You'll at least know if it's the shader file or not. Link to comment Share on other sites More sharing options...
Druid Bremen Posted December 12, 2003 Author Share Posted December 12, 2003 Err.... I removed the shader. The model turned the color of my wall. The flame turned to caulk. Result in JA is as though I never removed the shader file. WTF!??? Link to comment Share on other sites More sharing options...
razorace Posted December 12, 2003 Share Posted December 12, 2003 It means that it's something wrong with your shader file. If no shader for a given texture is inputted, I beleive it just uses the default shader settings. Link to comment Share on other sites More sharing options...
Druid Bremen Posted December 13, 2003 Author Share Posted December 13, 2003 Umm.. So... Do I send the entire model with textures and shader to you? HEEEEEEEEEEEEEEEEEELLLP! Link to comment Share on other sites More sharing options...
razorace Posted December 13, 2003 Share Posted December 13, 2003 Sorry, but no. I have plenty of crap to work on as is. Link to comment Share on other sites More sharing options...
Druid Bremen Posted December 13, 2003 Author Share Posted December 13, 2003 Does that mean I have to give this up? Link to comment Share on other sites More sharing options...
razorace Posted December 14, 2003 Share Posted December 14, 2003 no, it means you're going to have to learn shaders on your own. Link to comment Share on other sites More sharing options...
Druid Bremen Posted December 14, 2003 Author Share Posted December 14, 2003 Bah, I can't assimilate all that information at once. Darn.. Looks like I'll have to use another model. Link to comment Share on other sites More sharing options...
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