Jump to content

Home

Big problem with WinZip


TK-425

Recommended Posts

Because its not visible in WinZip. It has to be there cuz its mentioned in some .efx files and I went through the whole pk3 and its not visible. I know some people (like TK-8252 who made the mod pk3 that I am talking about) like pkunzip, so I was wondering if things show up in pkunzip that dont in WinZip?

Link to comment
Share on other sites

Originally posted by TK42235

Well, as you can see in the above post it links to a spicific image. So I dont know how what you are suggesting could be posible.

 

You didn't understand what KMan said to you. Is there a shaders folder in the pk3? Look for a .shader file. Open it in notepad and look for "gfx/damage/burnmark4".

 

It was a seriously good suggestion that KMan gave you. He's a nice guy :)

Link to comment
Share on other sites

Originally posted by TK42235

But why would it link to a spicific picture then? What shader would I look for?

 

In Q3 engine games, shader names and image names can be used completely interchangeably. If a pic and a shader have the same name, it'll use the shader. If there is no pic and something references a pic, it's almost certainly referencing a shader. Does the mod work? Do you get error messages that such and such is referenced but not found? If you don't get messages like that for this image when you use the mod, very very likely (can't be certain, since I don't have your files, lol), it's referencing a shader.

Link to comment
Share on other sites

  • 3 weeks later...

Found the shader. It was marks.shader. But big problem, I add it to the pk3 and get this error message when I shoot a weapon WARNING: RE_AddPolyToScene: NULL poly shader and once it starts saying that it doesnt stop. Also, guess what, the image doesnt appere on the map:dozey:

Link to comment
Share on other sites

gfx/damage/rivetmark

{

surfaceparm nomarks

surfaceparm trans

polygonOffset

q3map_nolightmap

{

clampmap gfx/damage/rivetmark

blendFunc GL_DST_COLOR GL_SRC_COLOR

}

}

 

gfx/damage/burnmark4

{

polygonOffset

q3map_nolightmap

{

map gfx/effects/scorch

blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA

}

{

clampmap gfx/effects/embers

blendFunc GL_ONE GL_ONE

glow

rgbGen vertex

}

{

clampmap gfx/effects/embers

blendFunc GL_ONE GL_ONE

glow

detail

rgbGen wave sin 0.5 -0.5 0 0.2

}

}

 

gfx/damage/burnmark1

{

polygonOffset

q3map_nolightmap

{

map gfx/effects/scorch

blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA

}

{

clampmap gfx/effects/embers

blendFunc GL_ONE GL_ONE

glow

rgbGen vertex

}

{

clampmap gfx/effects/embers

blendFunc GL_ONE GL_ONE

glow

detail

rgbGen wave sin 0.5 -0.5 0 0.2

}

}

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...