Missing Shaders for models


(HappyPanda) #1

Hi,

I’ve seen this posted several times on the forums and not really answered, and it’s something i have yet to fix so …

When I Import the Command Post as a game_model , it imports the model shape but is covered with shader not found. Now as I am missing several of the shaders/textures when they are listed in GTK, is it possible/highly likely that my shaders list or something is out of date ?

(example: I select Battery, and i get 32 shaders, but many like fog_water, terrain_0 are listed as shader image missing)

My understanding is that to get the system set up correctly you,

  1. Install ET
  2. Install GTK , which brings some extra files into the ET directories
  3. Unpack the pak0.PK3 into the ET directory ?

I had to do step 3 as I wasnt even getting the radios and stuff listed as available models.

For the command post I have the keys:

model : models/mapobjects/radios_sd/compostaxisclosed.md3
skin : models/mapobjects/radios_sd/compostaxisclosed.skin

although, i think it picks up the skin automatically if it’s not defined ?

also within compostaxisclosed.skin it defines

axis_sign,models/mapobjects/radios_sd/axis_sign
crate,models/mapobjects/radios_sd/crate1

which, looking in the specified directory, crate1 doesnt exist ? although crate does …


Something is obviously installed wrong, but what ???


(Shallow) #2

models/mapobjects/radios_sd/crate1 does exist, it’s a shader name not a texture name.

I think it’s normal for certain types of models to show up unskinned in radiant, but to work fine in game. I haven’t tried the command post specifically yet but I know other models will work in game if set up as you describe… I’m presuming you haven’t compiled to test yet, as you don’t mention doing so. AFAIK you must specify a skin for models that have seperate skin files though.

Also, many of the shader files are pointed at missing editorimages. It’s not a big deal because in many cases it doesn’t really matter to the shaders. Maybe someone will go through and repoint them to images that exist and comment out any shaders that really don’t work (a bit like eutectic’s cleaned Q3 shaders). Or maybe if we smile sweetly and bat our eyelashes someone at SD will throw us a pack of the editorimages they used :slight_smile:


(HappyPanda) #3

I’ve compiled using the,

bsp_Q3Map2: (single) BSP -meta

and it doesnt show (well it does, but in pretty orange squares on black)

is there a specific compile option which might change whether the model is fully set or not ?


(Shallow) #4

Nope, that should have worked :frowning:


(HappyPanda) #5

:banana:

how weird … i added the func_constructible_entity, trigger_objective_info and relevant origin brush …

… compiled map and it works !!!

guess there is some reasoning to it , maybe someone can say why ???

( cept when you run through room underneath the room with the command post it tells you you are near it … guess need to make rooms taller :slight_smile: )


(sock) #6

No just make the “trigger_objective_info” brush smaller. The “you are near …” is a feature of the TOI. If you get that message it means you can also plant dynamite in the room below as well. I would recommend being careful how big you make the TOI brush and where you place them in maps, because the dynamite has a very big radius for damage.

Sock
:moo:


(Shallow) #7

Do you happen to know whatthe dynamite damage radius is, in numbers :slight_smile:

It would certainly be a very useful thing to know. Knowing the satchel charge blast radius would be very useful too.