Shader fails on a md3-model and full transparant on a brushside


(Wezelkrozum) #1

I’ve shown you this picture a while ago:

[QUOTE=wezelkrozum;192675]Here is a new beauty. The led-display:
[/QUOTE]

Well, (yes, an other error. Seems the devil is behind me) I turned the displays into a md3 model and the result is a white texture in stead of these ones above.
This is the shader:


textures/danceevent/display1
{
	qer_editorimage textures/danceevent/gtkr_display.tga
	surfaceparm nomarks
	surfaceparm nolightmap 

	{
		map textures/danceevent/display_white.tga
		alphaFunc GE128
		rgbGen vertex
		tcMod scale 1 1
	}

	{
		map textures/danceevent/display.tga
		alphaFunc GE128
		rgbGen vertex
		tcMod scale 1 1
	}
}

I guess think there is something wrong with the alpha channel.
And an other thing: When I put the shadertexture on a brushside it’s full transparant.



(unf4z3d) #2

sorry if i seem like an idiot, but arent both of these the same thing with a different map? shouldn’t u only have 1 map?

{
	map textures/danceevent/display_white.tga
	alphaFunc GE128
	rgbGen vertex
	tcMod scale 1 1
}

{
	map textures/danceevent/display.tga
	alphaFunc GE128
	rgbGen vertex
	tcMod scale 1 1
}

(Wezelkrozum) #3

No it has 2 layers: the first layer is a white image, and the second layer (drawn over layer 1) is a black image with a alpha channel of dots.
AlphaFunc and rgbGen vertex are not in the first shaderimage.


(ailmanki) #4

rgbGen vertex

maybe that changes when its a model? just an idea…


(Wezelkrozum) #5

no, it worked in Firefly’s example.

It’s been a sad day for the Concert Arena project,
today I’ve been bombed with errors like this one,
wsaeinval-error, (solved)
then all the custom shaders changed into orange-black (not solved)
and finally I get the “model must have a script_name error” while there is no script_mover without a script_name (solved)

I was wiped out by errors…

I think there must be a shader conflict between the display’s shader and another shader, but I don’t know which one.


(shagileo) #6

HANG IN THERE !!
We cover your back , keep it up :slight_smile:


(Wezelkrozum) #7

–update–

Only the shaders which doesn’t have a name of a texture are orange/black. So, you make the shader “1” but there is only a “2.tga” as texture in the folder, and in shader “1” you type “map textures/mapname/2.tga”. I think by myself “Then it should work”. But no, in some kind of reason it doesn’t work in my map. It says that the texture couldn’t be found of the shadername. I think it doesn’t read those shaders but the others it does.

I short: ET doesn’t read the shaders which haven’t as name the name of a texture but link to an other texture in the shader.


(aaa3) #8

maybe w. implicitmap? iirc i had some similar shaders working [p.s. i have a feeling i’ve just made a dumb post b.c. of not reading [or reading again, so better to say, forgot] the above.p]


(Wezelkrozum) #9

we are a step further. I found out that gtkradiant does read the shaderfile, but et doesn’t. Why? I don’t know. It’s listed in the shaderlist.
And Firefly’s shader does work in my map.
What I tried:

  • maybe there are to much textures in the texturefolder --> deleting some textures = no
  • maybe a shader is wrong --> deleting shadercodes = no
  • maybe the model of firefly cause this --> deleting his file = no
  • maybe this problem can’t be solved on my own --> asking for help = yes/no?

(FireFly) #10

[QUOTE=wezelkrozum;193749]
And Firefly’s shader does work in my map.[/QUOTE]
Is this the last shader I linked to you? the one with the 3 seperate md3 models?


(Wezelkrozum) #11

yes, but I have some good news!:slight_smile:
I installed et in a new directory.
I copied all files linked to my map into that other et directory.
I started ET and opened the map.
And… IT WORKS!!!:eek::D:tongue::cool::slight_smile:

But there is something wrong with my original et installation :s


(aaa3) #12

such strange things can happen, i tried to clean up my 1 a while ago for having the usual 800x600, +no autoexec etc bug but with neither of the common solutions worked (profile pid; -unsafe; -1, customxxx, …) +various other bugs (nicknames preserved which i didnt liek), only solution was reinstall… it is appears to be healthy to have one in every 1-2 year… of course the most pros could have done it but its not me; or me could done it as well but with deleting everything settings profiles but then its the same as reinstall so then why not have a nice fresh shiny new one:D


(Wezelkrozum) #13

Well, the worst thing is fixed. But I still have the transparant shader bug. This shader contains one texture but it’s transparant in-game:


textures/danceevent/display1
{
	qer_editorimage textures/danceevent/gtkr_display.tga
	surfaceparm nomarks
	surfaceparm nolightmap 
	{
		map textures/danceevent/display_reddot.tga
//		rgbGen wave sin .2 .5 0.7 .279908
		tcMod scroll -.2 -.5
		tcMod scale 1 1
	}
//	{
//		map textures/danceevent/display_yellowdot.tga
//		blendFunc GL_ONE GL_ONE
//		rgbGen wave sin .2 .5 0.7 .279908
//		tcMod scroll -.25 .4
//		tcMod scale 1 1
//	}
//	{
//		map textures/danceevent/display_orangedot.tga
//		blendFunc GL_ONE GL_ONE
//		rgbGen wave sin .2 .5 0.7 .279908
//		tcMod scroll 0 -.2
//		tcMod scale 1 1
//	}

//	{
//		map textures/danceevent/display.tga
//		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
//	}
}

But it becomes transparant even when it’s a brush or a patch.

The display_reddot is a 8bits/channel, RGB color .tga file


(S14Y3R) #14

i tried your shader(left commented) on an rgb colour.tga and it works fine - no transparency

You must have an old shader backup with the same shadername ‘display1’ somewhere messing with you,
even if its under textures/totally_different_shader/display1 it will still interfere.

The scripts folder can be finicky, like when making one too many backups(in /scripts) turns 80% of all shaders ‘orange/black’, eh?

Uh, if you can’t find the other ‘display1’ shader, rename this one. gl.