Coding EnemyModels under Vertex Lighting

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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serv0
Posts: 2
Joined: Sun Mar 06, 2005 8:16 pm

Coding EnemyModels under Vertex Lighting

Post by serv0 »

I know individuals working on a mod right now that is almost competed. However one of the main issues they are facing now is Coding EnemyModels and PM Skins into this mod under Vertex Lighting. It is already completed under Lightmap lighting.

I am not a coder nor do I know why they are facing problems with the coding of models under Vertex lighting, compared to having success with coding the models under Lightmap. If your a coder and experienced with these issues any assistance/direction with this problem would be greatly appreciated!
voodoochopstiks
Posts: 248
Joined: Tue Jun 08, 2004 7:00 am

Post by voodoochopstiks »

perhaps get the coders to post here and ask?
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
stas
Posts: 4
Joined: Sat Mar 26, 2005 8:33 pm

Post by stas »

Thanx servo.
Anyways, i'm the coder for the mod. The problem i have is with bright skins under VertexLight (Lightmap is fine). The problem is that i cant seem to set right skins to a model. Model itself is registered fine, but the skins do not show up. So the end result in the game is just the white model. The problem seems to be with the trap_R_RegisterSkin function which does not register the skin. Just as it says in the comments, it returns all white. That's it. I've tried quiet a few different fixes, but nothing seems to be working. Any help will be appreciated.
digibob
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Joined: Tue Feb 15, 2000 8:00 am

Post by digibob »

Posting your shaders/skins might be a good idea, there could very well be a mistake in one of them.
stas
Posts: 4
Joined: Sat Mar 26, 2005 8:33 pm

Post by stas »

Here is the shader and the sample skin files

players.shader:
http://www.jbpowfiles.com/pub/models/players.shader

skin:
http://www.jbpowfiles.com/pub/models/head_pm.skin
http://www.jbpowfiles.com/pub/models/lower_pm.skin
http://www.jbpowfiles.com/pub/models/upper_pm.skin

Given the fact that everything works under the lightmap, i really doubt that there is a problem with any of the skins or shaderr (unless i'm missing something obvious).
Thanx
serv0
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Joined: Sun Mar 06, 2005 8:16 pm

Post by serv0 »

bump
stas
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Joined: Sat Mar 26, 2005 8:33 pm

Post by stas »

fixed.
obsidian
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Post by obsidian »

Would you mind posting the solution... for other people who may be having this problem in the future?
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
stas
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Joined: Sat Mar 26, 2005 8:33 pm

Post by stas »

sure.
before registering skin, turn off vertex light :)
thanx to arQon.

as simple as it gets.
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