ase and 'noshader'


(kat) #1

I did a search on this and couldn’t find any info…

Whilst fiddling with ASE models this past few days I’ve been noticing a reference to ‘noshader’ in the generated ASE text files. It’s had me a little confused as normally when we see that it means somethings missing but I double checked everything texture/shader wise and nothing is missing (or showing the red/black checker) in GTK. Is there a reason why this gets generated/why it’s there??

It also seems a bit random in appearance as I found that if I was manually batch coverting a number of files the 1st would be ‘clean’ but the rest would have that reference… it’s not related to modelclip is it?


(UniKorn) #2

Kat, I just checked my ASE files and there is no noshader inthere.

Are you talking about:

*MAP_NAME “models/lights/streetlight_light”

or

*MATERIAL_NAME “models/lights/streetlight_light”


(kat) #3

both… it appears as a full on material entry that’s being ‘used’ by the model… I’ll cut and paste what it says hold on…


(kat) #4
*MATERIAL	5	{
		*MATERIAL_NAME	"textures/common/noshader"
		*MATERIAL_CLASS	"Standard"
		*MATERIAL_DIFFUSE	1.000000	1.000000	1.000000
		*MATERIAL_SHADING Phong
		*MAP_DIFFUSE	{
			*MAP_NAME	"textures/common/noshader"
			*MAP_CLASS	"Bitmap"
			*MAP_SUBNO	1
			*MAP_AMOUNT	1.0
			*MAP_TYPE	Screen
			*BITMAP	"textures\common
oshader.tga"
			*BITMAP_FILTER	Pyramidal
		}
	}

it actually appears as
MATERIAL_NAME “noshader”
MAP_NAME “noshader”
BITMAP “…/noshader.tga”

I’ve been finding a little file path editing is in order so shaders are used properly which is a doddle to do. What I don’t get is why it’s there as there arn’t any missing shader/textures esp after flushing the (loo) list in GTK. It doesn’t appeaer to be adversly effecting the model though.


(UniKorn) #5

It might be that in 3DSmax you are using a material that you did not apply to your model. Select your model, select the polygon mode and then choose : select by material id.

Then you can check which polygons have materialid 5. If none of them use material5 you could just remove it.


(kat) #6

ah ooops should have mentioned these are ASE outputted from q3map2, -meta (no patches in these ones) and then -convert using 2.5.4

As part of the ‘finding out and fingery pokery’ testing I had already tried what you mentioned about editing the file and removing the material but it screws up the ase and the material numbers needed for rejigging each of the faces on a model, I got errors and no-shows if the file wasn’t editied proprly, need to pay more attention but when it’s on a big assed terrain model you soon loose you place in the file.!!