LOOK BELOW as PPPPPPPS-s
vid showing issue:Vid(x264 codec)
lightmaps:here
So, as i tried to make shutters in a small room that will open/close and cause the shaders in the room to be remapshadered with ones with different lightmaps(i precompiled the lightmaps, every time i rotated the shutters a bit and renamed the created lightmap to my folder).
I even did a search and looked for tuts and found one, but it didn’t help either.
In-game the shaders just don’t change(i tried all the shaders out and they work in-game, but just don’t remapshader).
What may be the issue here?
Shader:
textures/prisonbreak_tj/concrete_floor
{
{
map textures/prisonbreak_tj/concrete_floor.jpg
}
}
textures/prisonbreak_tj/concrete_wall
{
{
map textures/prisonbreak_tj/concrete_wall.jpg
}
}
textures/prisonbreak_tj/concrete_wall_1
{
qer_editorimage textures/prisonbreak_tj/concrete_wall.jpg
{
map $lightmap
rgbGen identity
}
{
map textures/prisonbreak_tj/concrete_wall.jpg
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
textures/prisonbreak_tj/concrete_wall_2
{
qer_editorimage textures/prisonbreak_tj/concrete_wall.jpg
{
map textures/prisonbreak_tj/stages/stage1.tga
rgbGen identity
tcgen lightmap
}
{
map textures/prisonbreak_tj/concrete_wall.jpg
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
textures/prisonbreak_tj/concrete_wall_3
{
qer_editorimage textures/prisonbreak_tj/concrete_wall.jpg
{
map textures/prisonbreak_tj/stages/stage2.tga
rgbGen identity
tcgen lightmap
}
{
map textures/prisonbreak_tj/concrete_wall.jpg
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
textures/prisonbreak_tj/concrete_wall_4
{
qer_editorimage textures/prisonbreak_tj/concrete_wall.jpg
{
map textures/prisonbreak_tj/stages/stage3.tga
rgbGen identity
tcgen lightmap
}
{
map textures/prisonbreak_tj/concrete_wall.jpg
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
textures/prisonbreak_tj/concrete_wall_5
{
qer_editorimage textures/prisonbreak_tj/concrete_wall.jpg
{
map textures/prisonbreak_tj/stages/stage4.tga
rgbGen identity
tcgen lightmap
}
{
map textures/prisonbreak_tj/concrete_wall.jpg
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
textures/prisonbreak_tj/concrete_wall_6
{
qer_editorimage textures/prisonbreak_tj/concrete_wall.jpg
{
map textures/prisonbreak_tj/stages/stage5.tga
rgbGen identity
tcgen lightmap
}
{
map textures/prisonbreak_tj/concrete_wall.jpg
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
textures/prisonbreak_tj/concrete_wall_7
{
qer_editorimage textures/prisonbreak_tj/concrete_wall.jpg
{
map textures/prisonbreak_tj/stages/stage6.tga
rgbGen identity
tcgen lightmap
}
{
map textures/prisonbreak_tj/concrete_wall.jpg
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
textures/prisonbreak_tj/concrete_wall_8
{
qer_editorimage textures/prisonbreak_tj/concrete_wall.jpg
{
map textures/prisonbreak_tj/stages/stage7.tga
rgbGen identity
tcgen lightmap
}
{
map textures/prisonbreak_tj/concrete_wall.jpg
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
textures/prisonbreak_tj/concrete_wall_9
{
qer_editorimage textures/prisonbreak_tj/concrete_wall.jpg
{
map textures/prisonbreak_tj/stages/stage8.tga
rgbGen identity
tcgen lightmap
}
{
map textures/prisonbreak_tj/concrete_wall.jpg
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
Mapscript:
game_manager
{
spawn
{
wait 50
wm_axis_respawntime 1
wm_allied_respawntime 1
wm_set_round_timelimit 1337
wm_set_defending_team 0
wm_setwinner 0
wait 10000
trigger self the_works
}
trigger the_works
{
remapshader textures/prisonbreak_tj/concrete_wall_1 textures/prisonbreak_tj/concrete_wall_2
remapshaderflush
wait 100
remapshader textures/prisonbreak_tj/concrete_wall_1 textures/prisonbreak_tj/concrete_wall_3
remapshaderflush
wait 100
remapshader textures/prisonbreak_tj/concrete_wall_1 textures/prisonbreak_tj/concrete_wall_4
remapshaderflush
wait 100
remapshader textures/prisonbreak_tj/concrete_wall_1 textures/prisonbreak_tj/concrete_wall_5
remapshaderflush
wait 100
remapshader textures/prisonbreak_tj/concrete_wall_1 textures/prisonbreak_tj/concrete_wall_6
remapshaderflush
wait 100
remapshader textures/prisonbreak_tj/concrete_wall_1 textures/prisonbreak_tj/concrete_wall_7
remapshaderflush
wait 100
remapshader textures/prisonbreak_tj/concrete_wall_1 textures/prisonbreak_tj/concrete_wall_8
remapshaderflush
wait 100
remapshader textures/prisonbreak_tj/concrete_wall_1 textures/prisonbreak_tj/concrete_wall_9
remapshaderflush
wait 100
remapshader textures/prisonbreak_tj/concrete_wall_1 textures/prisonbreak_tj/concrete_floor //debug
remapshaderflush
wait 1000
trigger self the_works
}
}
g_scriptdebug come up with everything working…
compiled each lightmap with:
BSP: -meta -v
Light: -light -fast -filter -nocollapse -bounce 8 -external -lightmapsize 256 -samples 2
Thanks in advance.
P.S. Will upload lightmaps if needed.
P.P.S Had a little typo, so a slightly different issue:
The remapshadered textures come out black, and the debug line works and gives me a nice floor texture, but i really want this effect(promised a working example for a test).
P.P.P.S Oh my god, had another typo(thats what you get for 30hrs of no sleep)
now only one issue remains, the lightmap looks like it has wrong co-ords as sth, because the effect doesn’t look realistic(looking at lightmaps, i can see some piece locations moving, why so?)