Shader not showing up - again!

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
EmeraldTiger
Posts: 392
Joined: Fri Sep 17, 2010 1:53 am

Shader not showing up - again!

Post by EmeraldTiger »

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.
Last edited by EmeraldTiger on Sun Jan 01, 2012 12:09 am, edited 2 times in total.
[color=#00FF00][b]EmeraldProductions[/b][/color]
http://emeraldproductions.weebly.com/index.html
skinNCNmaster
Posts: 344
Joined: Wed Jan 29, 2003 8:00 am

Re: Shader not showing up - again!

Post by skinNCNmaster »

using decimals in file/shader names is generally new school
bst_striplight_0.25k
plus your editor image is not pathed the same as your shadername
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Shader not showing up - again!

Post by obsidian »

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.
[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]
skinNCNmaster
Posts: 344
Joined: Wed Jan 29, 2003 8:00 am

Re: Shader not showing up - again!

Post by skinNCNmaster »

obsidian, since your comment was not helping to solve a problem, why did you post? oh i forget, you are like, special...
4days
Posts: 5465
Joined: Tue Apr 16, 2002 7:00 am

Re: Shader not showing up - again!

Post by 4days »

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.
Post Reply