Shader problems
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- Posts: 283
- Joined: Tue Oct 07, 2008 5:37 am
Shader problems
Hello, I'm trying to get this sky texture called redcloudsa to work with this code..
textures/skies/redcloudsa
{
surfaceparm noimpact
surfaceparm nomarks
surfaceparm nolightmap
surfaceparm sky
q3map_sun 4 3 3 65 290 75
q3map_surfacelight 50
skyparms - 512 -
{
map textures/skies/redcloadsa.tga
tcMod scroll 0.05 0
tcMod scale 2 2
depthWrite
}
//{
// map textures/skies/redcloadsa.tga
// blendfunc GL_ONE GL_ONE
// tcMod scroll 0.05 0.06
//tcMod scale 1 1
//}
}
But it doesn't seem to work and shows up as a missing texture in-game instead. Am I doing anything wrong?
textures/skies/redcloudsa
{
surfaceparm noimpact
surfaceparm nomarks
surfaceparm nolightmap
surfaceparm sky
q3map_sun 4 3 3 65 290 75
q3map_surfacelight 50
skyparms - 512 -
{
map textures/skies/redcloadsa.tga
tcMod scroll 0.05 0
tcMod scale 2 2
depthWrite
}
//{
// map textures/skies/redcloadsa.tga
// blendfunc GL_ONE GL_ONE
// tcMod scroll 0.05 0.06
//tcMod scale 1 1
//}
}
But it doesn't seem to work and shows up as a missing texture in-game instead. Am I doing anything wrong?
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- Posts: 362
- Joined: Tue Jan 31, 2006 12:03 am
Re: Shader problems
Usually when one has problems with a missing texture, the texture isn't in the location that you specified, or it is a mistake in the "map" line of the shader.{
map textures/skies/redcloadsa.tga
tcMod scroll 0.05 0
tcMod scale 2 2
depthWrite
}
In your code, you have typed "redcloadsa.tga", which looks like a misspelling to me as your shader name is "redcloudsa"
Re: Shader problems
Can I just add...
If that's an existing id shader it's never a good idea to mess. Better to create your own unique shader for a map. It can call on original Q3 assets but if you alter the original Q3 shaders or shaders that came with other custom maps you end up messing up peoples Q3 installs pretty fast.
If that's an existing id shader it's never a good idea to mess. Better to create your own unique shader for a map. It can call on original Q3 assets but if you alter the original Q3 shaders or shaders that came with other custom maps you end up messing up peoples Q3 installs pretty fast.
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- Posts: 283
- Joined: Tue Oct 07, 2008 5:37 am
Re: Shader problems
I'm pretty sure the .tga thing is meant to be there, when I look at the other sky shaders they all have .tga there.
And I used the exact same shader code for another sky and it worked fine in-game..
textures/skies/topclouds
{
surfaceparm noimpact
surfaceparm nomarks
surfaceparm nolightmap
surfaceparm sky
q3map_sun 4 3 3 65 290 75
q3map_surfacelight 50
skyparms - 512 -
{
map textures/skies/topclouds.tga
tcMod scroll 0.05 0
tcMod scale 2 2
depthWrite
}
//{
// map textures/skies/topclouds.tga
// blendfunc GL_ONE GL_ONE
// tcMod scroll 0.05 0.06
//tcMod scale 1 1
//}
}
And I used the exact same shader code for another sky and it worked fine in-game..
textures/skies/topclouds
{
surfaceparm noimpact
surfaceparm nomarks
surfaceparm nolightmap
surfaceparm sky
q3map_sun 4 3 3 65 290 75
q3map_surfacelight 50
skyparms - 512 -
{
map textures/skies/topclouds.tga
tcMod scroll 0.05 0
tcMod scale 2 2
depthWrite
}
//{
// map textures/skies/topclouds.tga
// blendfunc GL_ONE GL_ONE
// tcMod scroll 0.05 0.06
//tcMod scale 1 1
//}
}
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- Posts: 2237
- Joined: Sat Mar 12, 2005 10:49 pm
Re: Shader problems
The .tga format is fine. He means that "redcloadsa" most likely should be spelled as "redcloudsa".
redcloadsa doesn't match the name of the shader itself so it leads us to believe that it's a mispelling.
The quake 3 console should actually complain at you telling you what the problem actually is with the shader if it's being used and is broken.
redcloadsa doesn't match the name of the shader itself so it leads us to believe that it's a mispelling.
The quake 3 console should actually complain at you telling you what the problem actually is with the shader if it's being used and is broken.
Re: Shader problems
Maybe you guys should just stop wasting energy on this fool 

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- Posts: 283
- Joined: Tue Oct 07, 2008 5:37 am
Re: Shader problems
Thanks
Oh ok, I'm dumb, childish and idiotic for making a simple mistake that anyone could make therefore I should be ignored.
Oh ok, I'm dumb, childish and idiotic for making a simple mistake that anyone could make therefore I should be ignored.
Re: Shader problems
@ Eraser...I am a hopeless optimist when it comes to seeing good in human beings 

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- Posts: 283
- Joined: Tue Oct 07, 2008 5:37 am
Re: Shader problems
textures/skies/hellredclouds
{
surfaceparm noimpact
surfaceparm nomarks
surfaceparm nolightmap
surfaceparm sky
q3map_sun 4 3 3 65 290 75
q3map_surfacelight 50
skyparms - 512 -
{
map textures/skies/redclouds.tga
tcMod scroll 0.05 0
tcMod scale 2 2
depthWrite
}
{
map textures/skies/redcloudsa.tga
blendfunc GL_ONE GL_ONE
tcMod scroll 0.05 0.06
tcMod scale 1 1
}
}
Haha! I just realized these are skies that were in Quake 3 during its development, take a look!




{
surfaceparm noimpact
surfaceparm nomarks
surfaceparm nolightmap
surfaceparm sky
q3map_sun 4 3 3 65 290 75
q3map_surfacelight 50
skyparms - 512 -
{
map textures/skies/redclouds.tga
tcMod scroll 0.05 0
tcMod scale 2 2
depthWrite
}
{
map textures/skies/redcloudsa.tga
blendfunc GL_ONE GL_ONE
tcMod scroll 0.05 0.06
tcMod scale 1 1
}
}
Haha! I just realized these are skies that were in Quake 3 during its development, take a look!




Re: Shader problems
I must admit, those are nice skies
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- Posts: 283
- Joined: Tue Oct 07, 2008 5:37 am
Re: Shader problems
I've found this disabled lightning fx but it doesn't work properly, it only scrolls. How do I make it flash on and off? I have the lightning texture too.
I know you have to take away the // in the code just so you know.
Code: Select all
//Sky tim uses for all his maps
textures/skies/hellsky2
{
surfaceparm noimpact
surfaceparm nolightmap
surfacelight 60
cloudparms 512 full
lightning
{
map textures/skies/dimclouds.tga
tcMod scroll 0.02 0
tcMod scale 1 1
depthMask
}
//{
//map textures/skies/lightningsky8_kc.tga
//blendfunc GL_ONE GL_ONE
//tcMod scroll .2 .2
//tcMod scale 10 10
//}
{
map textures/skies/dimclouds.tga
blendFunc GL_ONE GL_ONE
tcMod scroll 0.02 0.01
tcMod scale 3 3
}
}
Re: Shader problems
I don't wish to be an ass...but the way most of us learned is to find a map that has what you want....then rip apart the shaders and stuff and see what people have done.
I have always hated answers to posts that just said RTFM. I loved Q1 but never mapped for it, Q2 passed me by, I only got into level design with Q3. For me the Shader Manual might have well been written in martian. I just didn't get any of it. Read the F**king manual was no help and I vowed never to say that to anybody.
BUT....
What I did and so far as I am aware what everybody else that I know did is read stuff, pull maps apart, including the shaders and texture folders and try to work out exactly what is going on.
When ever I found a map that made me go WTF! I ripped every file until I understood HOW the designer had done it.
I am an educator and coach by profession, I firmly believe that all education is self education, dude try to make it work then ask OK, this is what I've got how do I make it better.
Obsidian et al have heaps of experience, and are pretty damn bright to boot, but come on, do some leg work man.
I have always hated answers to posts that just said RTFM. I loved Q1 but never mapped for it, Q2 passed me by, I only got into level design with Q3. For me the Shader Manual might have well been written in martian. I just didn't get any of it. Read the F**king manual was no help and I vowed never to say that to anybody.
BUT....
What I did and so far as I am aware what everybody else that I know did is read stuff, pull maps apart, including the shaders and texture folders and try to work out exactly what is going on.
When ever I found a map that made me go WTF! I ripped every file until I understood HOW the designer had done it.
I am an educator and coach by profession, I firmly believe that all education is self education, dude try to make it work then ask OK, this is what I've got how do I make it better.
Obsidian et al have heaps of experience, and are pretty damn bright to boot, but come on, do some leg work man.
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- Posts: 283
- Joined: Tue Oct 07, 2008 5:37 am
Re: Shader problems
What are you talking about? I was just asking how. And I actually do what you're talking about.
Re: Shader problems
dONKEY wrote:Read the F**king manual was no help and I vowed never to say that to anybody.
Yeah you're right. RTFM or "google it" usually are no good answers. However, there's a good difference between pointing someone in the right direction and that person figuring it out by himself and having to prefabricate the solution for someone (which is essentially doing the work for someone else).
I think that for anyone that attempts technical stuff like this, it is a good skill to be able to deduct knowledge from existing examples. That's the big difference. Person A needs the solution literally chewed out for him and for the one that's helping, this is frustrating because you are doing the work and person A doesn't learn anything from it. Person B only needs some hints and can figure out the stuff for the most part by himself and doens't need a literal solution. Dessicated Corpse acts a bit like person A. That's what you're having a beef with :-)
Re: Shader problems
And now you hurt my feelings.dONKEY wrote:For me the Shader Manual might have well been written in martian.

Dessicated Corpse, what you are asking is basically, "can you do this for me" to which the answer will almost always be, "no, do it yourself".
If you had asked, "could you point me in the right direction" I'm sure someone would have said, "here you go, hope that helps".
Give a man a fish and he'll eat for a day. Teach a man to fish and he'll eat for a lifetime. I may have written the manual, but I didn't make up the code for it. The only way in which I was able to figure any of it out and then write about it was to search, read and test, test, test. Had someone just handed me the answer each and every time, I certainly wouldn't know all that I know.
[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]
Re: Shader problems
BTW, you are editing a default id Software shader (textures/skies/hellsky2). Doing so will cause compatibility issues for you and everyone else who downloads your map. Really NOT a good idea, you are essentially taking a shit on everyone's Quake 3 installation. Name your shaders like this, "textures/dess_skies/hellsky".
Also, I don't know where you are getting your shader directives and values from, they don't exist. cloudparms values are invalid. lightning and depthmask are not even shader directives. You can't just make stuff up.
Also, I don't know where you are getting your shader directives and values from, they don't exist. cloudparms values are invalid. lightning and depthmask are not even shader directives. You can't just make stuff up.
[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]
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- Posts: 283
- Joined: Tue Oct 07, 2008 5:37 am
Re: Shader problems
I never made it up and I never edited it. I found it in the Quake 3 leak, I was browsing through the shaders that's all.
Re: Shader problems
90% of the stuff from there was cut from the game and they don't work. Hellsky2 is a shader that ships with the game, but it does not look like the one you posted.
[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]
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Re: Shader problems
Well, how the hell did the lightning flash on and off? Shouldn't it just scroll and do nothing else?
Re: Shader problems
Is it flashing or not? You're contradicting your own question.Dessicated corpse wrote:I've found this disabled lightning fx but it doesn't work properly, it only scrolls. How do I make it flash on and off?
[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]
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- Posts: 283
- Joined: Tue Oct 07, 2008 5:37 am
Re: Shader problems
Well, there was a map called km_portal that had lightning in it, and I found the sky shader for the map and by the looks of it, it should only scroll around like the rest of the sky does.
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- Posts: 283
- Joined: Tue Oct 07, 2008 5:37 am
Re: Shader problems
Here.
I've tried that and it just scrolls around. And when I was browsing through the sky.shader script it had lightning written down in some of the shaders that were commented out, when I takeaway the // but it stops the sky from working and says in the console lightning is an unknown parameter in-game. And I've used Google but there's no tutorial about adding lightning to a sky shader.
Code: Select all
textures/skies/hellredclouds
{
surfaceparm noimpact
surfaceparm nomarks
surfaceparm nolightmap
surfaceparm sky
q3map_sun 4 3 3 65 290 75
q3map_surfacelight 50
skyparms - 512 -
{
map textures/skies/redclouds.tga
tcMod scroll 0.05 0
tcMod scale 2 2
depthWrite
}
{
map textures/skies/lightningsky8_kc.tga
blendfunc GL_ONE GL_ONE
tcMod scroll .2 .2
tcMod scale 10 10
}
{
map textures/skies/redcloudsa.tga
blendfunc GL_ONE GL_ONE
tcMod scroll 0.05 0.06
tcMod scale 1 1
}
}
Re: Shader problems
Tons of mappers have used lightning. I have, I think cityy did in one of his latest maps. But really there are loads you could look at.
Re: Shader problems
LOL. "//lightning" is probably just a reminder by whoever wrote the shader that this stage is the lightning effect. That's why I told you that "lightning" is not a valid shader directive. It's just a comment that someone left behind.
I suggest you actually do some reading on shaders before messing with them. I don't mean you need to know what everything does just yet, but at least learn the general structure and the terminology. You are still doing some very dangerous stuff that can mess up other people's Q3 installations, like editing stock id Software shaders and indiscriminately tossing in directives that don't exist. It's a bit like trying to disassemble an atomic bomb when you don't even know the difference between a wrench and screwdriver.
I suggest you actually do some reading on shaders before messing with them. I don't mean you need to know what everything does just yet, but at least learn the general structure and the terminology. You are still doing some very dangerous stuff that can mess up other people's Q3 installations, like editing stock id Software shaders and indiscriminately tossing in directives that don't exist. It's a bit like trying to disassemble an atomic bomb when you don't even know the difference between a wrench and screwdriver.
[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]
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- Posts: 283
- Joined: Tue Oct 07, 2008 5:37 am
Re: Shader problems
Really? Because, it wasn't commented out in other versions.obsidian wrote:LOL. "//lightning" is probably just a reminder by whoever wrote the shader that this stage is the lightning effect. That's why I told you that "lightning" is not a valid shader directive. It's just a comment that someone left behind.
I suggest you actually do some reading on shaders before messing with them. I don't mean you need to know what everything does just yet, but at least learn the general structure and the terminology. You are still doing some very dangerous stuff that can mess up other people's Q3 installations, like editing stock id Software shaders and indiscriminately tossing in directives that don't exist. It's a bit like trying to disassemble an atomic bomb when you don't even know the difference between a wrench and screwdriver.
Just a question, is it possible that the lightning effects are added through editing your map? And is it even done through shader files or another file?