a Request


(Lock Ness Monster) #1

Im working on my map and at the same time helping someone on theirs with the scripting section, so i have a small request. I dont have time to also pick up modeling, so i was wondering if someone would make me some glass orbs. 4 to be exact, 1 orange, 1 purple, 1 blue,and 1 red. If someone could help me make them i would be more then appreciative and u would also go into the readme files that go with my maps when they r done.


(Orange) #2

I can give it a try… I think I’ll start with the Orange one… Yummy!
Just tell me how transparent you want it to be:
Like this: http://www.courtyardgallery.com/artists/albo/259_03M_lg.jpg
or more like this: http://www.cs.brown.edu/people/owilkins/portfolio/glass/glassorb.jpg (just a bit less transparent so it’ll have the color you want…

And last thing: ASE or MD3?


(Lock Ness Monster) #3

umm… how about just a perfect sphere that is orange, purple, red, and blue. On the outside its darker then it is on the inside. It doesnt have to be transparent. If i had a screen shot i would show u what i want made lol, but i dont think i can make one of my gameboy lol.


(Orange) #4

How’s that for a start?

I’ll upload the files in a few minutes and post the links


(Orange) #5

I hope it’s close enough to what you wanted.
I can still make changes but I’ll have to see a picture…

Models + Textures:
http://www.freewebs.com/metalpcp/orbs.zip

Shader:

textures/orbs/orange
{
	qer_editorimage textures/orbs/orange.jpg
	surfaceparm pointlight
	surfaceparm trans
	q3map_nonPlanar
	q3map_shadeAngle 89
	{
		map textures/orbs/orange.jpg
		tcGen environment
	}
}

textures/orbs/red
{
	qer_editorimage textures/orbs/red.jpg
	surfaceparm pointlight
	surfaceparm trans
	q3map_nonPlanar
	q3map_shadeAngle 89
	{
		map textures/orbs/red.jpg
		tcGen environment
	}
}

textures/orbs/blue
{
	qer_editorimage textures/orbs/blue.jpg
	surfaceparm pointlight
	surfaceparm trans
	q3map_nonPlanar
	q3map_shadeAngle 89
	{
		map textures/orbs/blue.jpg
		tcGen environment
	}
}

textures/orbs/purple
{
	qer_editorimage textures/orbs/purple.jpg
	surfaceparm pointlight
	surfaceparm trans
	q3map_nonPlanar
	q3map_shadeAngle 89
	{
		map textures/orbs/purple.jpg
		tcGen environment
	}
}

(Lock Ness Monster) #6

Awesome Job Orange, those are perfect. I’ll make sure to put ur name in the readme.file, Thanks again. so much


(Lock Ness Monster) #7

one problem though, when i try to downlaod the zip, it wants to send me back to this page


(TFate) #8

Copy and paste the link into the browser?


(Orange) #9

Glad you liked it :slight_smile:
Try right click>Save Target As…


(Lock Ness Monster) #10

something alittle odd is going on for me, i got the textures working, but i cant get the MD3 to. It wont show up, and i did do the thing where u have to make it model/ and so on. Any idea y it would do this, cause this isnt the first time, everytime i try to add a model to what i already have, it wont work


(zl1corvette) #11

Try making the path to the md3 lowercase (in the model key), I am only guessing that it might be uppercase because the filenames are. I think radiant has a problem if the path isn’t lowercase,


(Lock Ness Monster) #12

yeah that was what was wrong, thanks for the help


(Lock Ness Monster) #13

well i got another problem now, after i added the textures and shader to the files they needed to be added to, something went horribly wrong

All my textures but those 4 for the orbs are screwed up, they are now those black sqaures in the yellow sqaure, anyone know what might of caused this and how can i fix it


(Lock Ness Monster) #14

ok, i find this odd, i fully removed the shader file from my list and everything went back to normal, but the weird thing is, the orbs took on their exact color, like it didnt need a shader file or something, is it suppose to be like that?


(Orange) #15

That’s really weird…
Maybe I had some mistype in the shader file
But it’s even weirder that the textures showed up without it…
Maybe you should check that you didn’t miss any “{” or “}” when you copied it, make sure you add the shader name to the shaderlist.txt, other than that I don’t know


(Lock Ness Monster) #16

i hope this works, i got a picture of a new error

That thing is a red_flag that i have set to look like the orange orb. This is not the first time though ive seen one of these in my maps, any idea y and can someone tell me what that error means?


(EB) #17

add the shader to the scripts folder of the ETMAIN folder that your radiant engine is using
add the shader name to the shaderlist.txt
make sure the path to the model is: models/mapobjects/orangeorb/orangeorb.md3 (or wherever it is but it does have to come form the ETMAIN parent folder.)
make sure the md3 file is in the same location stated as the model path(Inside of the ETMAIN folder that the radiant engine is using)
compile.
Run.
If error happens still…press tilde key(~) and read the console for errors…pgup and pgdn to scroll.

If you are making it into a pk3 for testing …go HERE to learn pk3 building


(Lock Ness Monster) #18

hey, i added the shader.file to the shader list and stuff but i got an error like this when i went into the game

the title screen is also messed up like this, anyone know what is going wrong?


(Detoeni) #19

The problem with the missing textures on the player/hud is due to a “broken” shader file.

The model and texture path within the orb md3’s are wrong,

:/Program Files/Enemy Territory/etmain/models/orbs/red.MD3MD3
....
textures/orbs/red 

should be:

models/orbs/red.MD3
....
models/orbs/red.jpg 

(or models/mapobjects/orbs/red… would be better).

The shader needs to be changed to point at the models folder and only use “tga” in your shaders, even if its a “jpg” texture.


(Lock Ness Monster) #20

ok… im still a beginner and im alittle confused, what am i suppose to do exactly?