remapshader solved


(die die) #1

im having some trouble with remapshader for the same model truck as used in goldrush

i got the remapshader to work on a tank for testing when i couldnt get the thing for the truck to work :???:

i dont know if it has anything to do with the image of the truck,
since that image seems to be diffirent from the model itself

i tried modyfing the picture: pak0\models\mapobjects\blitz_sd/blitz_sd.tga

and added this to my script:

remapshader "models/mapobjects/blitz_sd/blitz_sd_body" "textures/lucky/dd_blitz_sd"
                
                remapshaderflush 

and i ofc added the image in textures/lucky named dd_blitz_sd.tga

and i added this to my shader file:

textures/lucky/dd_blitz_sd
{
	qer_editorimage textures/lucky/dd_blitz_sd.tga
	{
		map textures/lucky/dd_blitz_sd.tga
		rgbGen lightingDiffuse
	}
}


solved, scipt has been updated to the correct version


(Lanz) #2

You need to add remapshaderflush after the remapshader command.


(die die) #3

sorry i missed that when i copyed and pasted,so its includede in the original script

guess posting when i havent slept for 2 days aint a good idea:P

as i said ive got it working on the tank, but for some reason it dont work on the truck


(iwound) #4

Dont you need a key in the model entity.
key : _remap
value : *;textures/lucky/dd_blitz_sd

but thats only for misc_model, it wont work on misc_gamemodel.


(S14Y3R) #5

Hi the_the, For misc_gamemodel, try using a .skin file. check out the models/radios_sd folder for examples. The .skin references a shader to apply to the surface(name) of the model.

Anyone have the dd_blitz_truck surfacename handy, for making a .skin?

IS- specified with key:skin value:path/to/skin(same name as model) blitz.md3=blitz.skin

misc_gamemodel should have a .skin referencing mapped shader anyhoo. Like how constructable marker_flag uses same md3_model with different flag/skin


(Detoeni) #6

Open the file with NPherno’s md3 compiler, the two windows on the top right will list the object names and there shader paths

…or just rename the shaders to what you want a save as a new model.


(die die) #7

hi, and thx for the help

it still wont work on the truck :bored:

as you can see it works fine on the tank for some reason

both models have exactly the same keys(execpt for model path and texture ofc)

its not really that important, i was just trying to make it work :nag:

i was just curious since it works like a charm on the tank


(Detoeni) #8

If you looked at the model in NPherno you would have worked out your using the wrong shader name for the truck by now…


(die die) #9

oops :uhoh: thx for the help detoni:)

just got the NPherno thingy and ill check it out l8r


(die die) #10

aa big thx Detoeni that did the trick :banana:

ive edited the first post, it now has the right loaction for everything,if anyone else has a problem with this:)