Compiler only "sees" first entry in shader.


(system) #1

I have a strange problem.
I have several (5) Models in a .shader file.
Then I compile q3ma2 only uses the first entry for the first model and ignores all other models. Ingame the first model is textured and lightmapped correctly, but the others are grey.

Then i put for example the second shader entry to the top of the list , then this one is textured correct ingame but the other ones not. :frowning:

It’s a strange problem. I use the lastest test-13 q3map2.5.5


(wviperw) #2

Sounds like a typo in the .shader file. Check brackets/braces and keywords. (I’m taking a shot in the dark here…)


(system) #3

I checked all for several times.
Each shadedr works.

UPDATE:
I used exactly the SAME Shader-Setup for RTCW and all models are textured like they should. My Problem ist that it’s supposed to be a Quake 3 Map. :wink:
Someone wants this one for the X-files??


(BXpress) #4

hm, make one shader for each model. sounds curious but it seems like the only way to make it work! :bored:


(system) #5

I thought about it, but thats very inefficient. :frowning:
There must be a cause for this bug.


(ydnar) #6

Do your shaders have \ slashes instead of the correct / slashes?

y

Edit: Just post your entire shader script.


(system) #7

I put every single shader in one .shader file and now my map compiles without problems and all textures are on their place.
But all in one file and only the first one is compiled.

models/mapobjects/sst_fies/stonewall
{
	q3map_clipModel
	q3map_forceMeta 
	q3map_nonplanar 
	q3map_shadeAngle 120
	q3map_normalimage textures/fiesling_bump/normalmap_terrain.tga

{
	map $lightmap
	rgbGen identity
  }
{
	map textures/steine/mega_rockwall01a.tga
	blendFunc GL_DST_COLOR GL_ZERO
	rgbGen identity
  }

{
		map textures/fiesling/sanddetail.tga
		blendFunc GL_DST_COLOR GL_SRC_COLOR
		rgbgen identity
		tcMod scale 2 2 
		detail
	}
}

models/mapobjects/sst_fies/fies_construct_02
{
	q3map_clipModel
	q3map_forceMeta 
	q3map_nonplanar 
	q3map_shadeAngle 120 
{
	map $lightmap
	rgbGen identity
  }
{
	map textures/fiesling_metal/wand_grau.tga
	blendFunc GL_DST_COLOR GL_ZERO
	rgbGen identity
  }
}

models/mapobjects/sst_fies/cliff_stone
{
	q3map_clipModel
	q3map_forceMeta 
	q3map_nonplanar 
	q3map_shadeAngle 120 
	q3map_normalimage textures/fiesling_bump/normalmap_terrain.tga

{
	map $lightmap
	rgbGen identity
  }
{
	map textures/steine/mega_rockwall01a.tga
	blendFunc GL_DST_COLOR GL_ZERO
	rgbGen identity
  }
{
		map textures/fiesling/sanddetail.tga
		blendFunc GL_DST_COLOR GL_SRC_COLOR
		rgbgen identity
		tcMod scale 2 2 
		detail
	}
}

models/mapobjects/sst_fies/fies_construct_03
{
	q3map_clipModel
	q3map_forceMeta 
	q3map_nonplanar 
	q3map_shadeAngle 120 
{
	map $lightmap
	rgbGen identity
  }
{
	map textures/fiesling_metal/wand_grau.tga
	blendFunc GL_DST_COLOR GL_ZERO
	rgbGen identity
  }
}


models/mapobjects/sst_fies/fies_construct_01
{
	q3map_clipModel
	q3map_forceMeta 
	q3map_nonplanar 
	q3map_shadeAngle 120 
{
	map $lightmap
	rgbGen identity
  }
{
	map textures/fiesling_metal/wand_grau.tga
	blendFunc GL_DST_COLOR GL_ZERO
	rgbGen identity
  }
}


(ydnar) #8

Since the textures don’t match up with the names of the shaders, you should use qer_editorimage to specify the texture that Radiant and Q3Map2 use.

y


(system) #9

But why does every single shader work for itself, but not in this group?
And why does all the shaders work together in this group for rtcw?

I think the engine reads the whole file and not only the first shader entry?!


(ydnar) #10

Can you post a screenshot of the error? I’d like to see if it’s holodecking or just textured wrong.

[ ] the shader script is listed in shaderlist.txt
[ ] if the shader does not have an identically named TGA/JPG image, it has an associated qer_editorimage directive pointing at the correct texture for Radiant & Q3Map2 to use
[ ] there aren’t any conflicting shader names in PK3 files or other shaders in the scripts directory

y