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Whoops...
Posted: Fri May 06, 2005 12:03 pm
by Mj
I think I killed MoH
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

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...
Posted: Fri May 06, 2005 12:42 pm
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.
Posted: Fri May 06, 2005 3:44 pm
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
But I've scrapped that little map

Posted: Sat May 07, 2005 7:56 am
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?
Posted: Sat May 07, 2005 9:36 am
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.
Posted: Sat May 07, 2005 10:46 am
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.
Posted: Sat May 07, 2005 12:53 pm
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
}
}
Posted: Sat May 07, 2005 2:38 pm
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
Posted: Sat May 07, 2005 2:42 pm
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
Posted: Sat May 07, 2005 3:16 pm
by Bjarne BZR
Well, you seem to have too many shaders.
Have you tried clearing ot the custom pk3:s in your main?
Posted: Sat May 07, 2005 3:30 pm
by Mj
Yeah... well i took out most
I'll re-try that when i'm back at school
Posted: Sun May 08, 2005 12:55 am
by bdbodger
I think you can get rid of the lightmap error if you add
to the first stage of your shader
Posted: Sun May 08, 2005 10:04 am
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?
Posted: Sun May 08, 2005 12:26 pm
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
}
}
Posted: Sun May 08, 2005 12:38 pm
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