


Could somebody be so kind to tell me, is there another (maybe newer) example of particle-making program? Or is my mistake typical/obvious? Thanks in advance!

I started with this, simply copying his texture+shader to my .pk3 (compiling my map then), but it didn't work - marked object was solid and "dots" on it were static. You suggest me to compare his shader with generated by this ^ program? Hmm.. thanks, I'll try!dichtfux wrote:I guess you could check the shaders file in Hipshot's map.
TYVM!obsidian wrote:Make sure you add your shaders to shaderlist.txt. If Hipshot's shaders aren't working, then you have something wrong with your setup, not with the shader.
Alas, it didn't help.obsidian wrote:Make sure you add your shaders to shaderlist.txt. If Hipshot's shaders aren't working, then you have something wrong with your setup, not with the shader.
Thank you all guys very much, I think, I got it!KittenIgnition wrote:So use his exact shader with the exact name and make sure it's in shaderlist.txt
Thank you, but I'm on this latest version for many years.monaster wrote:You can also try getting in contact with hipshot via PM and ask him what exact versions of GtkRadiant and Q3Map2 he had used for Rustgrad (he may have noted that in his readme.txt as well) and then try it with these. The other thing to perhaps solve the game crash issue is to make sure you're on the latest version of Q3, which is Point Release 1.32c (if not, click me to get it).
TYVM! My friend told me about non-progressive jpeg too, but.. 1) I used jpeg first and it worked! 2) I tried to use jpeg-based fog, editor accepted it only after texture folder renaming (it's seems strange for me..), 3) After that, editor became sensual to what I use, jpeg or tga. But I USE THE SAME JPEG!sst13 wrote:You should only use:If Q3 can't find a *.tga it will automatically look for a *.jpg - so you always write *.tga in shader or model paths.
- TGA 24bit,
- TGA 32bit (with 8bit alpha channel included),
- JPG (non-progressive)