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HELP!! Models which don't show textures!!


brigand1138

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My map will have four docking bays, all with various ships, I want control panels in these docking bays but the models I want to use have glowing textures on them, and when I bsp the map, the glow shows, but the textures don't, it's just black below is a link to a pic for you guys to see what I am on about.

 

http://homepage.ntlworld.com/mal.brigand/control.jpg

 

This happens with EVERY model that has glowing textures/shaders, even both Ravensclaw models (which I really want to use in one of the docking bays!!)

 

I hope you guys can help, I've also e-mailed Changkhan about this too.

 

Mal Brigand

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So I take it that no-one knows and that there are a ton of cool looking models which we can't use and are totally pointless?? Someone must know!!

 

Mal Brigand (who is very unhappy and has stopped making his map as it is pointless without those models!!)

 

:mad: :mad: :mad: :mad: :mad: :mad: :mad: :mad: :mad: :mad: :

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What you're seeing is the lightmap for that texture- it's the part of the shader normally used to show where lights are meant to be. I had the same problem with the shader on one of the speeders from Nar Shadaa. Wanted to park it outside of my cantina, but only the lightmap showed up. Because I don't know how to edit the shader for those models I have removed it again :(

 

I know what you mean, but I just don't know any solution for it. If I come up with something I'll shoot you a message.

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Tigris, if you were a girl I would make passionate love to you!!

 

Why didn't I think of editing the shaders????? THAT WORKED!!

 

Here's what you do:

 

Open the models.shader file in notepad

 

Find the shader for the model you want to use and delete all the text for that model

 

Place the shader file in the shader directory and place the shader dir in the pk3 file for the map

 

Run the map and voila!!

 

No flashing lights, but a fully textured model, but as Vader himself once said, "Flashing lights do not concern me Admiral, I want those textures!".....well, maybe not! ;)

 

There's probably a way to get the lightmap working as well as the textures, I'm gonna muck about with the shader file and see what I can find!!

 

Mal Brigand

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Don't do that. Don't mess with Raven's shaders. If you include models.shader with your pk3, it will overwrite the existing file in assets.pk3 and it would be that all x-wing models in all maps may be affected.

 

edit: Diesal beats me to it :D

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FEAR NOT MY FRIENDS!! I have got the shader working!! So that the textures AND the glow shows up!

 

Take the Ravensclaw for example, in the models.shader file the shader looks like this:

 

models/map_objects/kejim/ravenbody

{

q3map_nolightmap

q3map_onlyvertexlighting

{

map models/map_objects/kejim/ravenbody

blendFunc GL_ONE GL_ZERO

rgbGen lightingDiffuse

}

{

map models/map_objects/kejim/ravenbodyglow

blendFunc GL_ONE GL_ONE

rgbGen wave sin 1 0.5 0 25

}

}

 

 

Change the file to this:

 

 

models/map_objects/kejim/ravenbody

{

q3map_nolightmap

{

map models/map_objects/kejim/ravenbody

blendFunc GL_ONE GL_ZERO

}

{

map models/map_objects/kejim/ravenbodyglow

blendFunc GL_ONE GL_ONE

}

}

 

It works, trust me, what I'm doing is not using the vertex lighting, will this cause problems? I can't create a custom shader as I would have to edit the model to point to the different shader. And why will the models.shader file in my own pk3 affect the models.shader file in the assets0.pk3?

 

Mal Brigand

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Because all pk3s take priority over the assets files. Same reason that you can't include a single player model in a pk3 in the traditional sense... because it will end up changing their single player model in even the regular game.

 

And you can too create your own shader. The shader points to the model, not the other way around. :)

 

Just take:

models/map_objects/kejim/ravenbody

{

q3map_nolightmap

{

map models/map_objects/kejim/ravenbody

blendFunc GL_ONE GL_ZERO

}

{

map models/map_objects/kejim/ravenbodyglow

blendFunc GL_ONE GL_ONE

}

}

 

And alter the first line... for example...

models/map_objects/mymap/ravenaltered

 

And then keep the rest the same... but put the whole thing in YOUR OWN shaderfile. Otherwise you'll piss off LOTS of people when their models change in all their maps and they don't know which pk3 did it to them. :p

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BAH! That doesn't work!! At least changing the name doesn't and I know why, you WOULD have to edit the model to apply the new shader. I can create a new shader file and leave the existing ones alone, but it still changes ALL ravenclaw models in all maps.

 

I know it's been a while since I posted to this thread but I've been busy with other things.

 

Mal Brigand

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