Jump to content

Home

Help


lauser

Recommended Posts

If you know the answer please help if not thats okay too.

 

#1) My shader still doesn't work. I've been doing shaders for 3 or 4 months now and none of them work!! I think after that amount of time and reading and studying how to make them I'm pretty confident how to make shaders. The problem is everytime I try to put the shader in the proper folder and try loading the map .....IT SCREWS UP ALL MY GAME TEXTURES!! I mean man, all I'm trying to do is change the dam textures for crying out loud!! Not change the coding!! Its not rocket science. And yes I did the PK3 thing and yes I did edit shader.txt list. If anyone knows where I should be going for help please HELP ME!!

 

#2) My second problem is I'm now trying to put models in my map. But all I get is a stupid CLIP looking thing when I do it and then I press ESC and it dissapears. WTHIT????:confused: I have put models in my maps many many times before, so this is very confusing.

 

I have tried reinstalling both the EDITOR and the game.....NOTHING.....

 

And yes again I'm about ready to give up mapping yet again because this is just stupid.......

 

Help me please......HELP.......................................

 

help:ball: :ball:

 

EDIT:

If I could figure out these two problems then I would start PUMPING out maps like there's no tomorrow!!

Link to comment
Share on other sites

Your shader problem is probably an easy fix--but you need to post your shader code. Otherwise, nobody will be able to help.

 

As far as your model problem... which format model are you trying to import (.md3, .ase, .obj, .3ds, .ms3d)? And is it one of the default models from assets0.pk3? Some of the custom .md3s out there are pretty corrupt, and can't really be used. Can you post a screengrab from Radiant of this erroneous behavior? Which version of Radiant are you using?

Link to comment
Share on other sites

Okay rgoer its basically the shader code for the forcfield form doomgiver textures. All I've done to that code is change the two textures that it had with 2 of my own. I never touched the code itself. So then why would it not work? If the forcfield works with the old textures why then would it not work with new one? Is that not strange? I'll post the code from doomgiver but I mean what good will that do?

 

textures/doomgiver/forcefield

{

qer_editorimage textures/doomgiver/energything.tga

surfaceparm nomarks

surfaceparm nonsolid

surfaceparm playerclip

surfaceparm shotclip

surfaceparm forcefield

surfaceparm trans

q3map_nolightmap

{

map textures/doomgiver/energything2

blendFunc GL_ONE GL_ONE

rgbGen wave sin 0.65 0.35 0 0.2

tcMod scroll -1 2

}

{

map textures/doomgiver/energything2

blendFunc GL_ONE GL_ONE

tcMod scroll 2 1

}

}

 

So all I do is this -------->

 

 

textures/fragrock/upfield

{

qer_editorimage textures/fragrock/upfield_2

surfaceparm nomarks

surfaceparm nonsolid

surfaceparm playerclip

surfaceparm shotclip

surfaceparm forcefield

surfaceparm trans

q3map_nolightmap

{

map textures/fragrock/upfield_2

blendFunc GL_ONE GL_ONE

rgbGen wave sin 0.65 0.35 0 0.2

tcMod scroll -1 2

}

{

map textures/fragrock/upfield_2

blendFunc GL_ONE GL_ONE

tcMod scroll 2 1

}

Link to comment
Share on other sites

Are you applying your shader to something besides a func_forcefield entity? Any time you have a shader with "surfaceparm forcefield" in it, I think things get screwy if you start putting it on anything besides a func_forcefield. If you just want an "energy wall" shader that you could put on normal brushes/patches (or, say, a func_door), then try this:

textures/fragrock/upfield_2
{
   surfaceparm trans
   q3map_nolightmap
   {
       map textures/fragrock/upfield_2
       blendFunc add
       rgbGen wave sin 0.65 0.35 0.2
       tcMod scroll -1 2
   }
   {
       map textures/fragrock/upfield_2
       blendFunc add
       tcMod scroll 2 1
   }
}

You can experiment by adding "cull none" to the top parameter list, but "cull none" fails to clip shots coming from "behind" sometimes, so you might be better off just creating extra geometry for the backfaces.

 

As for your model, check to be sure that your model display settings are "skinned and boxed." Click the little red box icon (the furthest right icon in the toolbar up top) and make sure "skinned and boxed" is checked. If that's not it, look in your "view" menu and make sure you don't have "models" filtered out. I know this sounds dumb, but if it shows up when you import it but disappears when you hit escape, that's probably the problem.

Link to comment
Share on other sites

The model is filtered. View > Filter, make sure "models" or "entities" are unchecked.

 

@rgoer: I think all surfaceparm forcefield does is make bullets ricochet (that surfaceparm appears on glass_reflective_double-sided, and I've never had problems putting that on simple brushes and patches). And I don't think there is a func_forcefield in MP, do you mean func_usable?

Link to comment
Share on other sites

Dude, I don't know what I was thinking. Func_forcefield is an old q3f entity... anyway, "surfaceparm forcefield" was the only part that I'd never put in a shader, myself... so I assumed it was the culprit. I mean, the rest of his code looked ok, right? And that shader that I made up worked fine for me... I think GiNGii just likes to break his computer ;^)

Link to comment
Share on other sites

Archived

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

×
×
  • Create New...