model problem


(Blockbuster) #1

i have put some model is in my map and in the editor they just look fine… but ingame their just black… how do i fix this?


(Thej) #2

Yeh i have the same, it happens on one of the jagdpantzers


(sock) #3

Check the ET reference manual under the section of “Implicit Shaders”. All misc_models and game_model should have a shader defined for them so that the lighting is done correctly.

Sock
F33l the :moo:


(Thej) #4

Ok, another question, it looks like with the snow jagdpantzer that the model models/mapobjects/tanks_sd/jagdpanther_snow_ext_lp.md3 is turned up side down, or is that just me??

And i know how to turn it around 360 degrees in topview, but how do i turn it around so the top is up?


(sock) #5

Give the misc_model or game_model an “angles” key with a value of “0 0 180”.

Sock
Feel the :moo:


(Blockbuster) #6

Check the ET reference manual under the section of “Implicit Shaders”. All misc_models and game_model should have a shader defined for them so that the lighting is done correctly.

Sock
F33l the :moo:[/quote]

i have checked the manual and i dont understand it at all :frowning:


(Thej) #7

Well i do now how to turn it around but what if the top of the model(say a truck) is upside down now, so the weels stick in the air


(sock) #8

Yep this would be a problem alright as game_models often need to be rotated around once in the game via the script. Check out the tank and attachments in the sample map Goldrush. In the map its all setup differently to how it appears in the game.

Sock
F33l the :moo:


(sock) #9

You should check out the existing shaders for mapmodels (/scripts/models_mapobjects.shader). If you have a map object that is black then first find out if it has a shader and if not create one based on a similiar map object.

Sock
Feel the :moo:


(Blockbuster) #10

thnx for trying to help me out sock… but ive been trying all evening adding, changing, removing things and it remains black… i just wanted the temperate jagdpanzer to work :’(, someone please help me


(Blockbuster) #11

:frowning:


(Blockbuster) #12

im doomed :S


(sock) #13

What EXACTLY are you trying to do? Please supply the full model name and path location. Have you put this model in a test map first to see if lights correctly? More clues, sorry mind powers r offline atm …

Sock
:moo:


(Blockbuster) #14

i tried to put mapobjects/tanks_sd/jagdpanther_temperate_body.md3 and mapobjecs/tanks_sd/jagdpanther_temperate_body.md3 in my map, and i noticed they where black ingame… so messed around in the shader file (copying the snow jagdpanther stats and rename them to the temperate parts because the snow jagdpanther does work) and i made an testmap but it didnt work at all… i must have done something wrong


(sock) #15

Ok the clues are in the shaders …

The model in question has alot of shaders so you need to find out what shaders are being used so that you can find out which shaders to look at. First you need a tool to open up MD3’s and look at them.

Try: http://www.planetquake.com/polycount/resources/quake3/tools.shtml

Half way down the page is a tool called “Npherno’s .md3 compiler/md3 NGLV”. This little program will let you see what all the shaders are in the model. (BTW we do not support this program)

Next you need to find the shader. Search in the “/scripts” directory for “models/mapobjects/tanks_sd/jagdpanther_full_temperate” (The main texture for the tank body) and you will find it in the “models_mapobjects.shader” file. Open this file and you will find its been setup for “misc_gamemodel” only, because it is using “rbgGen lightingdiffuse”. If you want to use this model as a game_model then it should light fine, but it will be black if used as “misc_model” entity.

So create the model as a “misc_gamemodel” and it will work. In an ideal world if the original shader was setup as follows:

models/mapobjects/tanks_sd/jagdpanther_full_temperate
{
qer_editorimage models/mapobjects/tanks_sd/jagdpanther_full_temperate.tga
implicitMap models/mapobjects/tanks_sd/jagdpanther_full_temperate.tga
}

Then the compiler/game would have decided for you what lighting to use like vertex or diffuse. This is what implicitMap shaders are about, they make shaders smarter and easier to use. Unfortunately this was a feature which did not make it to all the shaders in the game and some where left in the original format.

Sock
F33l the :moo:


(Blockbuster) #16

thnx for the help… but i still cant get it to work, if i use it as a misc_gamemodel it is invisible ingame but the turret works (at least some progress) but for the program in the link you gave me… i dont understand that program at all… :frowning: sniff all i know that i hate shaders and fileplanet


(sock) #17

I created a brand new misc_gamemodel and loaded the model you told me you where using it worked a treat. It was not clipped and I could walk through it but it worked in a box test map with a skybox brush for the ceiling.

The problem with ET is that you really really need to be familiar with existing Q3 technology first. Shaders are one of the core components of Q3 technology and they are not impossible to learn. Here is one my personal favourite shader manuals and done by a good friend too!

Maj’s Shader Manual - http://woekitten.org/misc/

Sock
f33l the :moo: