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has lightmap and is rendered twice error?
Posted: Mon Nov 28, 2005 6:44 pm
by doofus
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Brush model '*58' has lightmap and is rendered twice. See entity 539.
using the following script (MOHSH demo):
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local.static=spawn script_object "targetname" "doof1" "origin" "( 1200 1800 -1100 )" "model" "*56" "spawnflags" "2"
B4 TMT went down there was a post that cloning these models could be done and that the error could be eliminated, but I never saw a reply.
Any help?
Thanks
Doofus
Posted: Mon Nov 28, 2005 6:53 pm
by sorridstroker
yup you can eliminate that error in the servers console
you have to find the correct shader file...
then edit/remove the lightmap data
Posted: Mon Nov 28, 2005 6:57 pm
by doofus
so, the model's created in the bsp use in-game shaders?
the example is cloning an bsp model...
hmmm, I will have to look around the shader files, any help on figuring out which shader file is called?
nvm....duh, its in the bsp file! new question:
Can I edit the shader file and have it work server side?
Thanks
Doofus
Posted: Mon Nov 28, 2005 7:07 pm
by @(...:.:...)@
If somebody has an hour or so to spare, they could just edit all the servers shaders to remove the lightmap stuff and put it in a pk3.
Don't try to cut corners by just deleting everything in the shaders, otherwise you will proberbly get no walking sounds and stuff, unless they are handeled client side, I duno.
Certinaly breakthorugh uses shaders to determin where you can lay mines.

Posted: Mon Nov 28, 2005 7:42 pm
by doofus
well, that certainly did not work well. Every part of the game suddenly was whitish looking that used that shader file.
However, using the spawn script or targetname from above, is there a way to use the command surfaceparm nolightmap that I found in the shader file 1_1_groundPortal.shader.
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GroundPortal/t1l1_f
{
qer_editorimage textures/groundportal/t1l1_f.tga
fullbright
surfaceparm rock
{
map textures/groundportal/t1l1_f.tga
nofog
surfaceparm nolightmap
}
}
I've tried "surfaceparm" "nolightmap" at the end of the local.static string
I've tried $doof1 surfaceparm +nolightmap
neither worked....any ideas?
Doofus
Posted: Mon Nov 28, 2005 7:44 pm
by doofus
Double post I know....
or, is @(...:.:...)@ saying that it would only show up weird looking on the server, but anyone who would join would see the normal shader and yet the server wouldn't have the error code?
Doofus
Posted: Mon Nov 28, 2005 7:54 pm
by sorridstroker
doofus wrote:well, that certainly did not work well. Every part of the game suddenly was whitish looking that used that shader file.
However, using the spawn script or targetname from above, is there a way to use the command surfaceparm nolightmap that I found in the shader file 1_1_groundPortal.shader.
Code: Select all
GroundPortal/t1l1_f
{
qer_editorimage textures/groundportal/t1l1_f.tga
fullbright
surfaceparm rock
{
map textures/groundportal/t1l1_f.tga
nofog
surfaceparm nolightmap
}
}
I've tried "surfaceparm" "nolightmap" at the end of the local.static string
I've tried $doof1 surfaceparm +nolightmap
neither worked....any ideas?
Doofus
try it like this:
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GroundPortal/t1l1_f
{
qer_editorimage textures/groundportal/t1l1_f.tga
fullbright
surfaceparm rock
surfaceparm nolightmap
{
map textures/groundportal/t1l1_f.tga
nofog
}
}
editing the shaders only work serverside...
yes you can do $whatever surfaceparm nolightmap
but you would also have to do it for the origonal object... (they have no targetname usually)
Posted: Mon Nov 28, 2005 7:57 pm
by doofus
sorry, misunderstanding...the surfaceparm nolightmap was in an existing shader file, I'm trying to figure out how, with cloning bsp models, to use that same command either in the spawn statement or using the target name.
As, i tried remarking out the map $lightmap command and then starting a game, but all the surfaces are really weirded out and whitewashed looking.
Doofus
Posted: Mon Nov 28, 2005 10:05 pm
by doofus
remarked out the map $lightmap from the shader file for the textures needed for one object and got the following error
WARNING: shader 'textures/mohtest/flrwood1_rep' has lightmap but no lightmap stage!
over and over until
WARNING: GeneratePermanentShader - MAX_SHADERS hit
and then shut down.
Here's the code....
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local.static=spawn script_object "targetname" "doof1" "origin" "( 800 1800 -1300 )" "model" "*12" "spawnflags" "2"
and the modified portion of a shader....
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textures/mohtest/flrwood1_rep
{
qer_keyword flat
qer_keyword floor
qer_keyword wood
surfaceparm wood
{
map textures/mohtest/flrwood1_rep.tga
//nextbundle
//map $lightmap
}
}
needed to remark out the map $lightmap for a few things for this object as noted here...
mohtest/flrwood1_rep
algiers/stset_2sand
mohtest/floorcore2
Obviously, I'm doing something horribly wrong here......
doofus