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Mj
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Post by Mj »

I think I killed MoH :oops:

http://i.1asphost.com/Mjmaps/OhDear.jpg

I guess this is because of the large number of patch meshes with the grass tex on, but the strange thing is: Some grass stays grassy, whilst others don't, the mist is still there, and even the static models have lost their textures :shock: The map reverts to normal when I take the custom grass texture out.

Does anyone know of any remedy? Or will I just have to de-grass a little bit...
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Bjarne BZR
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Post by Bjarne BZR »

Wow...

Sure looks like you deleted all the textures :)

I think you should post the shader for that texture and perhaps also the complete consol log, this looks evil indeed.
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Mj
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Post by Mj »

I'll post the script a little later when I get my comp back from my roomie, but the console log is massive, and I'm not sure its worth posting,
It starts critisizing the sunflare for some reason, was all I could pick out :P

But I've scrapped that little map :(
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Mj
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Post by Mj »

Code: Select all

textures/mjtrans/bfvngrass
{

	surfaceparm foliage
	surfaceparm trans
	surfaceparm nonsolid
	surfaceparm nomarks
	surfaceparm noimpact
	cull none
	{
		map textures/mjtrans/bfvngrass.tga
		blendFunc blend
		alphagen const .7
		rgbgen constant .8 .7 .7



	}
}
Does this help?
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lizardkid
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Post by lizardkid »

I dont see anything wrong with the .SHADER...
but the console log is massive,
Step away from Notepad, put the script down, good, now scoot it over here where it can;t harm anyone...

OMG! HE'S USING IT! He's using the script! get down!

*dust clears* *1's and 0's scattered about*

We gave it out best shot sir.
NOOO! not MoH:AA! anything but that! take Doom 1 and 2! take Wolfenstein! take Unreal! not MoH:AA!

There's nothing we can do for him.
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Bjarne BZR
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Post by Bjarne BZR »

I think the cnsole log is our last line of defence here. Shouldent be too big if you zip it and upload it somewhere. No need to put the actual consol text in a post, a link is good enough.
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wacko
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Post by wacko »

Would u get those errrm "non-textures" if u change the bfvngrass.tga? For example change ur shader to

Code: Select all

textures/mjtrans/bfvngrass 
{ 

   surfaceparm foliage 
   surfaceparm trans 
   surfaceparm nonsolid 
   surfaceparm nomarks 
   surfaceparm noimpact 
   cull none 
   { 
      map textures/misc_outside/bocage_grass1a.tga
      blendFunc blend 
      alphagen const .7 
      rgbgen constant .8 .7 .7 
   } 
}
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Mj
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Post by Mj »

I'll try it when I get back, but i have a sneaking suspicion that it is the fact it has no lightmap stage...

Extracts from Log:

Code: Select all

WARNING: shader 'textures/mjtrans/bfvngrass' has lightmap but no lightmap stage!

* about 5000

WARNING: GeneratePermanentShader - MAX_SHADERS hit

* about 150

Vertex color specified for shader 'flare', but vertex colors are not valid for this model
Vertex color specified for shader 'textures/sprites/sunflare_main', but vertex colors are not valid for this model

Does this for a bit 

WARNING: GeneratePermanentShader - MAX_SHADERS hit
WARNING: GeneratePermanentShader - MAX_SHADERS hit
More of them till end
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Mj
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Post by Mj »

I'll try it when I get back, but i have a sneaking suspicion that it is the fact it has no lightmap stage...

Extracts from Log:

Code: Select all

WARNING: shader 'textures/mjtrans/bfvngrass' has lightmap but no lightmap stage!

* about 5000

WARNING: GeneratePermanentShader - MAX_SHADERS hit

* about 150

Vertex color specified for shader 'flare', but vertex colors are not valid for this model
Vertex color specified for shader 'textures/sprites/sunflare_main', but vertex colors are not valid for this model

Does this for a bit 

WARNING: GeneratePermanentShader - MAX_SHADERS hit
WARNING: GeneratePermanentShader - MAX_SHADERS hit
More of them till end
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Bjarne BZR
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Post by Bjarne BZR »

Well, you seem to have too many shaders.

Have you tried clearing ot the custom pk3:s in your main?
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Post by Mj »

Yeah... well i took out most :oops:

I'll re-try that when i'm back at school
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bdbodger
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Post by bdbodger »

I think you can get rid of the lightmap error if you add

Code: Select all

	nextbundle
		map $lightmap
to the first stage of your shader
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Mj
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Post by Mj »

textures/mjtrans/bfvngrass
{

surfaceparm foliage
surfaceparm trans
surfaceparm nonsolid
surfaceparm nomarks
surfaceparm noimpact
cull none
{
map textures/misc_outside/bocage_grass1a.tga

nextbundle
map $lightmap


blendFunc blend
alphagen const .7
rgbgen constant .8 .7 .7
}
}

Some where like there?
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Post by bdbodger »

textures/mjtrans/bfvngrass
{

surfaceparm foliage
surfaceparm trans
surfaceparm nonsolid
surfaceparm nomarks
surfaceparm noimpact
cull none
{
map textures/misc_outside/bocage_grass1a.tga
blendFunc blend
alphagen const .7
rgbgen constant .8 .7 .7

nextbundle
map $lightmap
}
}
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bdbodger
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Post by bdbodger »

I just thought I would show you this shader as well it is for a COD map but cod shaders are almost the same as mohaa shaders

Code: Select all

textures/rifle_range/fanblade2
{
	qer_editorimage textures/rifle_range/fanblade2.tga

	surfaceparm metal

	{
		map textures/rifle_range/faninside.tga
		blendfunc blend

	nextbundle
		map $lightmap
	}

	{
		map textures/rifle_range/fanblade2.tga
		tcMod rotate 600
		blendFunc blend
	}

	{
		map textures/rifle_range/fanbox.dds
		blendfunc blend
	}

	{
		map textures/rifle_range/rusty_grate.dds
		blendfunc blend
	}
}
It is one texture that is done in multiple layers . It is a rotateing fan inside a cover with a grate in front of it . You can apply it as one texture in radiant . The layers go like this

back of fan
blades
front cover
grate

just an example of a layered shader
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