Radiant/q3map2 error message - "null or empty shader na


(MrLego) #1

I am getting the following error message during the -light stage of my compile.

"null or empty shader name."

The light stage hangs for about a minute before resuming.

I think that it is associated with one of the misc_models but I cannot be sure. All of the models in use are the stock ones that shipped with ET - I am mostly using snow trees and stumps.

The error started once I began populating the map with models. I cannot roll back to a previous version because all of my map backups (snapshots) that were generated by radiant are 0 bytes in length. :frowning:

I have been unable to find the creator of this error.

Radiant version 1.4.0

Q3MAP2 version 2.5.11 (what shipped with that version of radiant)

Any suggestions on how to track this down?


(ydnar) #2

Make a box map using the misc_models in your map. Compile, and see if the error happens.

Remove half the models and recompile. If the error occurs, remove half of the remaining models. If it doesn’t, replace the models with the other half of the models you removed originally.

Repeat until you’ve narrowed it down to the specific model.

Then add a “_remap” “*;new_shader” key/value pair to that misc_model. Reaplce “new_shader” with the name of the correct model shader you wish to use.

y


(joop sloop) #3

oh and you might want to try a newer version of q3map2 I think?


(mslaf) #4

I won’t help to much because the problem is caused by the model (md3?) that has no shader/texture specified (you’ve got 0x0 instead of '/textures…" - it happens when you export from 3DS.


(Hewster) #5

I’ve had this error before (in RtCW)

It was indeed a messed up .md3 with a missing shader, fixable with NPherno’s md3 tool
search for download

I’m sure that when you load the map in radient, it will print the error in the console while loading,
so, load your map, and scroll through the console and look for the offending model, and edit it.
If its a .ase model, you can simple edit the shader paths with a text editor.

Hewster


(MrLego) #6

I have narrowed it down to the constructable MG42’s

After removing all of the custom map .pk3 files the missing shader texture appeared on the constructable crates.

Here is the model definition from the map:

{
"classname" "misc_gamemodel"
"model" "models/mapobjects/cmarker/cmarker_crates.md3"
"origin" "-1972 840 4"
"skin" "models/mapobjects/cmarker/allied_crates.skin"
"targetname" "alliedmg_materials"
}

I am unsure on how to remap this because the skin is defined in the model already.


(ydnar) #7

Are you using it as a misc_gamemodel or misc_model?


(MrLego) #8

I am using it as misc_gamemodel - just as my last post shows.

The shaderfile “models_mapobjects” is listed in my shaderlist.txt file and I found the “models/mapobjects/cmarker/c_box_allied” definition in that file.