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Topic Starter Topic: Shader not showing up - again!

Insane Quaker
Insane Quaker

Joined: 16 Sep 2010
Posts: 376
PostPosted: 12-31-2011 02:40 PM           Profile Send private message  E-mail  Edit post Reply with quote


I'm using some of bst's shaders from his Terminatria map, but renaming them to avoid conflicts. Here is one of them I'm using:

textures/chronicle1/bst_striplight_0.25k
{
qer_editorimage textures/bst_tech/bst_striplight.tga
q3map_lightimage textures/bst_tech/bst_striplight.tga
surfaceparm nomarks
q3map_surfacelight 250
{
map $lightmap
rgbGen identity
tcGen lightmap
}
{
map textures/bst_tech/bst_striplight.tga
rgbGen identity
}
}

It's in a .shader file called chronicle1.shader and it has been put in shaderlist.txt, so the editor will try and look for it. It shows up in the editor just fine, but in-game, it is missing, and shows with an error:

"trying textures/chronicle1/bst_striplight_0.tga..."

This is rather baffling. Since when was there a texture called bst_striplight_0? Why is there a "_0" added at the end of the shader name? That shows up nowhere in my shader file at all, all the texture directories point to bst_striplight without the _0, so this shouldn't happen. Also, notice how the directories in my shader have bst_tech as a path, but when the game shows the error, it says "trying textures/chronicle1/bst_striplight_0.tga..." That makes no sense, why is it trying to look in a different directory for the textures if I clearly specified they were to be found in textures/bst_tech? That defies logic.

I tried renaming the paths from bst_tech to chronicle1 to see if that would fix it, but it doesn't work. I don't want to have to be forced to rename every single image to have a _0 at the end either... surely there is a better, more convenient solution. And I assure you, they are in their proper textures folders.

Any help would be greatly appreciated. I'm working on this map for EntityPlus, if that helps any.



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Last edited by EmeraldTiger on 12-31-2011 04:09 PM, edited 2 times in total.

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Multidirectional
Multidirectional

Joined: 29 Jan 2003
Posts: 2895
PostPosted: 12-31-2011 02:45 PM           Profile Send private message  E-mail  Edit post Reply with quote


using decimals in file/shader names is generally new school
Quote:
bst_striplight_0.25k

plus your editor image is not pathed the same as your shadername




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I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
Posts: 10423
PostPosted: 12-31-2011 04:55 PM           Profile Send private message  E-mail  Edit post Reply with quote


skinNCNmaster wrote:
plus your editor image is not pathed the same as your shadername


It doesn't have to, nor is it normally the case.



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Multidirectional
Multidirectional

Joined: 29 Jan 2003
Posts: 2895
PostPosted: 01-01-2012 06:35 AM           Profile Send private message  E-mail  Edit post Reply with quote


obsidian, since your comment was not helping to solve a problem, why did you post? oh i forget, you are like, special...




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4days

Joined: 15 Apr 2002
Posts: 8183
PostPosted: 01-01-2012 07:45 AM           Profile Send private message  E-mail  Edit post Reply with quote


it's because you posted something inaccurate/misleading - correcting mistakes is normal, courteous forum behaviour, it helps people who stumble across threads via google.

that said - changing the shader name to something without a "." in it is definitely a good thing to try first. it's possible that the program is trying to needlessly strip a file extension from the string and then using that string as the basis of a filename.

doubt it'd achieve anything, but http://robotrenegade.com/q3map2/docs/sh ... tives.html also says that q3map_lightImage should appear before qer_editorImage.




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