volrathxp Posted June 21, 2002 Share Posted June 21, 2002 I just sent off the Raven's Claw MP model version to jedioutcastmaps.com. IT IS FIXED and there are no gay black areas. It explains in the readme how I fixed it. Happy mapping! volrath Link to comment Share on other sites More sharing options...
Xcom Posted June 21, 2002 Share Posted June 21, 2002 What black areas? Never seen those. Link to comment Share on other sites More sharing options...
volrathxp Posted June 21, 2002 Author Share Posted June 21, 2002 If you import the model in Multiplayer the main body and engine are all black. I've seen this myself and so has a lot of other people. If you import it in Single Player however it works perfectly. My explanation is in the readme. volrath Link to comment Share on other sites More sharing options...
volrathxp Posted June 21, 2002 Author Share Posted June 21, 2002 here's a temp link to it until Sergio gets it up: http://stormtroopersaga.jedioutcastmaps.com/Volrath/ravensclaw.zip Enjoy! volrath Link to comment Share on other sites More sharing options...
Xcom Posted June 21, 2002 Share Posted June 21, 2002 Originally posted by volrathxp If you import the model in Multiplayer I see. I never imported the model in MP..figures. Link to comment Share on other sites More sharing options...
volrathxp Posted June 21, 2002 Author Share Posted June 21, 2002 hehe yeah. Well now the community has an mp version to use so.... YAY! now all of you can all stop bitchin about it not working j/k volrath Link to comment Share on other sites More sharing options...
yrean Posted June 21, 2002 Share Posted June 21, 2002 im using in a MP map....looks very good... map should be done by sunday... by the way..1 more map till all 5 are done and my personal map pak is finished..... for all those L33t playing on my server your waiting is almost over.. Link to comment Share on other sites More sharing options...
DividedByZero Posted June 21, 2002 Share Posted June 21, 2002 I don't get it, mine works fine in mp (the origional). Link to comment Share on other sites More sharing options...
volrathxp Posted June 21, 2002 Author Share Posted June 21, 2002 The link to it over @ jedioutcastmaps.com is: http://www.jedioutcastmaps.com/file.php?id=313 And Divided, I really don't see how. Considering this: The model file references a ravenbody.tga and ravenengine.tga. Neither of these files exist but a ravenbody.jpg and a ravenengine.jpg do exist. Reason it works in Single Player: the SP Engine does something called auto-forwarding on references. Since the file refs tga files, if the SP engine doesn't find them, it automatically goes to and looks for files with the same name but looks for jpg files. Since it finds them it works. MP Engine doesn't do this. Also I was informed just this morning about an issue with the shaders on the original too. Apparently: 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 } } This line here: rgbGen lightingDiffuse should be rgbGen vertex. Anyways, now there's an mp version. So there ya go. volrath Link to comment Share on other sites More sharing options...
Graphicsgod Posted June 22, 2002 Share Posted June 22, 2002 Ok, to explain this in lamens terms.... **takes a deap breath** The shader files (basic and raw C programing), may say .tga, but the game will still search for any file (.tga or .jpeg, and no Q3 cannot read .bmp or .gif) with that same name. Actually you can just have the name of the file and it will still find it. Heres a simple sky shader code broken down. textures/skies/[color=blue]endor_sky[/color] { qer_editorimage textures/skies/[color=blue]sky.tga[/color] q3map_surfacelight 10 sun 0.75 0.79 1 130 0 40 surfaceparm sky surfaceparm noimpact surfaceparm nomarks notc q3map_nolightmap q3map_novertexshadows skyParms textures/skies/[color=blue]endor_sky 512 -[/color] } Now the area in blue is the name of the image and where it's located. The first one tells it what image to load in radiant; the second is a simple texture that reads "sky", but is new to the Q3 engine, not sure if removed, if JO can read this effect and still give the same results or not is unknown, but this part of the code was not used in Q3; and the last one tells the game to load all images with the extension "endor_sky" (endor_sky_bk, endor_sky_dn, endor_sky_ft, and etc...), and this creates the box for the sky. Now also notice how the second image has the extension .tga, well it can be either a tga (popular image format in Q3) or a jpeg/jpg. It will still try to find that image with the name "sky" no matter the extension. Now that the image portion has been broken down, onto the rest of the code. textures/skies/endor_sky { qer_editorimage textures/skies/sky.tga q3map_surfacelight 10 [color=blue]Tells the editor and the engine to light the area with that texture.[/color] sun 0.75 0.79 1 130 0 40 [color=blue]Tells the editor/engine where the sun is, how bright it is, and what color it should light the area.[/color] surfaceparm sky [color=blue]Tells the engine that this texture should give that brush the sky effect.[/color] surfaceparm noimpact [color=blue]Tells the engine/editor that all bullets/missiles go through it.[/color] surfaceparm nomarks [color=blue]Tells the engine/editor that when shot not to leave marks.[/color] notc [color=blue]Not sure abou this one, first Q3 engine based game to use this code.[/color] q3map_nolightmap [color=blue]Tells the engine to not apply other lights to it.[/color] q3map_novertexshadows [color=blue]Tells the engine to not apply shadows to the texture.[/color] skyParms textures/skies/endor_sky 512 - } And thats a shader effect (or at least one of em) in a nutshell. For more info go to these sites... http://www.qeradiant.com/manual/Q3AShader_Manual/index.htm http://www.planetquake.com/polycount/cottages/qbranch/tutorials/shaders-1.shtml Hopefully I have cleared up any confusion (and didn't create any ), on how shaders work. Link to comment Share on other sites More sharing options...
Xcom Posted June 22, 2002 Share Posted June 22, 2002 Originally posted by volrathxp Reason it works in Single Player: the SP Engine does something called auto-forwarding on references. Since the file refs tga files, if the SP engine doesn't find them, it automatically goes to and looks for files with the same name but looks for jpg files. Since it finds them it works. MP Engine doesn't do this. My instincts tell me that this is not the real reason. Link to comment Share on other sites More sharing options...
RichDiesal Posted June 22, 2002 Share Posted June 22, 2002 I'm really confused as to why you just explained that. (Not you XCOM, the other guy.) And actually, I thought that sounded right... I had a texture specifically referenced as a .tga in a map I made... when I converted the .tga into a .jpg to save on file space, I forgot to retexture anything, and suddenly it didn't work in MP anymore... yet it still worked in SP. Unless I was changing something else I wasn't aware of. So maybe this has some merit. Link to comment Share on other sites More sharing options...
Xcom Posted June 22, 2002 Share Posted June 22, 2002 Originally posted by RichDiesal And actually, I thought that sounded right... I had a texture specifically referenced as a .tga in a map I made... when I converted the .tga into a .jpg to save on file space, I forgot to retexture anything, and suddenly it didn't work in MP anymore... yet it still worked in SP. Unless I was changing something else I wasn't aware of. This "auto forwarding of extension" works in MP too. I just tested that. Replaced tga with jpg and vice versa, with and w/o shader. Works every time. Even if you specifically refer to a TGA in a shader, it works with JPG too. But that wasn't even my point . Basically, if the engine cannot find the image for a shader, it displays the default grey-white grid but that wasn't the case with the model because it was just black so I figured this is not the real reason. Link to comment Share on other sites More sharing options...
RichDiesal Posted June 22, 2002 Share Posted June 22, 2002 Ah well, it does work now, so I understand... so he must've fixed... something. Link to comment Share on other sites More sharing options...
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