shaders are not display in nexuiz 2.0
but when i run the map in q3 engine the shaders are there
Mod edit : Moved thread to editing
Moderators: Nexuiz Moderators, Moderators
textures/crystal3
{
qer_editorimage textures/crystals/crystal1.tga
q3map_lightimage textures/crystals/crystal1.tga
qer_trans 0.5
q3map_surfacelight 125
{
map textures/crystals/crystal1.tga
rgbGen wave sin 0.9 0.2 0.6 0.6
}
{
map textures/crystals/crystalenv.tga
blendfunc filter
tcGen environment
}
{
map $lightmap
blendfunc gl_dst_color gl_src_color
tcGen lightmap
}
}
esteel wrote:Are you sure this is still 100$ true? I think LordHavoc made a few changes so that more Quake3 like Shaders do work now..
GreEn`mArine wrote:However, I get a lot of error/warning messages in the console about shaders when running various maps...
tZork wrote:Yes.. this is becuz nexuiz now ships with "common-spog.pk3" from gtkradiant. This pk3 contains alot of "common" shaders used (mainly) to instruct the map compiler (q3map2) how to handle diffrent things like hidden faces in the geometry (caulk) and so on.
The problem is that thise shaders are made for quake3 and contains keywords not handled by darkplaces, so dp will tell you this when it loads the shaders.
Im not sure why this file is included at all - it should only be needed if you use a level editor afaik.
KadaverJack wrote:tZork wrote:Yes.. this is becuz nexuiz now ships with "common-spog.pk3" from gtkradiant. This pk3 contains alot of "common" shaders used (mainly) to instruct the map compiler (q3map2) how to handle diffrent things like hidden faces in the geometry (caulk) and so on.
No it doesn't. common-spog.pk3 (at least the one shipped with Nexuiz) just contains a bunch of textures, so shaders will be visible in gtkradiant.
The problem is that thise shaders are made for quake3 and contains keywords not handled by darkplaces, so dp will tell you this when it loads the shaders.
I would be happy to get rid of those keywords, but i don't know nothing about shaders, so i don't know if i break them by removing those keywords.
Im not sure why this file is included at all - it should only be needed if you use a level editor afaik.
Just to make a potential mapper's life a bit easier
I don't know why there is no entities.def or other files needed by gtkradiant though.
tZork wrote:Anything below this point is ignored
- Code: Select all
{
map textures/crystals/crystalenv.tga
blendfunc filter
tcGen environment
}
{
map $lightmap
blendfunc gl_dst_color gl_src_color
tcGen lightmap
}
}
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