Well, I have a problem with loading screen. I have correct loading_warehouse.urc file in ui directory (my map's path is obj/warehouse) with 'whouse' texture for the photo in the middle of the screen. I have a separate shader which is called whouse.shader for this photo:
And a TGA image with dimensions of 512x512. When I run the map, I can only see a white box instead of the photo. Why? Does anybody know how to make it work?
Alot of the time the line "blendfunc gl_one_minus_src_alpha gl_src_alpha" because your image may not have an alpha layer. Try commenting it out to see what effect it has.
I'll try commenting out that blendfunc_something, but I don't think it will help, I thought it's caused by the lack of the alpha channel, but when I added it, the photo still wasn't visible (the alpha channel correct, I'm sure, I did in PSP: mask -> new -> show all and then mask -> save to alpha channel and then saved the file and replaced the old one with it) But I think one of your methods will work 8)
I commented out 'blendfunc gl_one_minus_src_alpha gl_src_alpha' and now it works. I'm not sure about JPGs, I tried it once, but MoHAA didn't show it and in console there was message 'Can't find textures/mohmenu/objloading/whouse.jpg.tga'. I don't know why, but it stuck .tga at the end of the filename.
Maybe it's when you name your file. Maybe you named it something.jpg. Then it was named back to something.jpg.tga. Probably you don't know what I'm talking about, just use some program like PSP, and Photoshop will do. Convert them to .jpg.
Live to map, not map to live. -mohaa_rox, .map
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Innkeeper wrote:I use .jpg in shaders and have never had a problem with it. Hmmm...
I would go for not using "jpg" in shaders!! even if it works for you! I've tried it once and it didn't work and all orginal shaders for the game says "tga" even when they are refering to "jpg" files.
I don't know if all of you know this but Mohaa is based on Ritual's Quake III technology! (?berTools for Quake III). Mohaa is very similar to a game called Fakk2. There are some extensive documentation about shaders for Fakk2, most of it applies to Mohaa too! This shader manual is at least more accurate to mohaa then any shader manual for Quake3
...from my earlier post. I had the same issues, and always use the .tga format. Fixes the issue, of course that is editing the .shader file, not the .urc.