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ANNOYING shader multiplayer bu*^shit


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I started this topic because i check this issue very precisely. I DONT KNOW WHY! The multiplayer doesnt like me. I open a single player to check my model. It looks like this:
This is single player:

http://i845.photobucket.com/albums/ab13/makskosa/shot0005_zps805bb2af.jpg
http://i845.photobucket.com/albums/ab13/makskosa/shot0004_zpsb3883d10.jpg
http://i845.photobucket.com/albums/ab13/makskosa/shot0003_zps6f2111eb.jpg

AND THIS IS MULTIPLAYER!!!

http://i845.photobucket.com/albums/ab13/makskosa/shot0006_zps1605ca66.jpg
http://i845.photobucket.com/albums/ab13/makskosa/shot0007_zps0031c0da.jpg

the blue one still doesnt work because his scart is dark in the middle... IN SP IT IS TRAPSARENT . BUT THE DEFAULT IS THE BEST OF ALL!

http://i845.photobucket.com/albums/ab13/makskosa/shot0008_zps8d7b821c.jpg

I have problem with shaders always. This is my curse or something. In singleplayer it works fine. But in multi... bullshit
This rly piss me off ! PLs somebody help me with this before i will eat my computer :<

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It's likely due to the error you see in your console saying "Com_sprintf: overflow of 66 in 64". This can mean one of your surface names, shader names, model names, etc is too long - the limit is 64 characters, but something is 66 characters. I would start with looking in your .skin files first, and check that your surface names and your shader names are all below 64 characters long.

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Maybe i will juest put it here... So the line in the shader is too long?
So where is wrong? It is stupid that in the single player it works fine but in the multiplayer ... nope



 

models/players/Stalker_tatooine/cpu
{
    q3map_nolightmap
    {
        map models/players/Stalker_tatooine/cpu
        blendFunc GL_ONE GL_ZERO
        rgbGen lightingDiffuse
    }
    {
        map models/players/Stalker_tatooine/cpu_spec
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_COLOR
        detail
        alphaGen lightingSpecular
    }
    {
        animMap 16 models/players/Stalker_tatooine/cpu1 models/players/Stalker_tatooine/cpu2 models/players/Stalker_tatooine/cpu3 models/players/Stalker_tatooine/cpu4
        blendFunc GL_ONE GL_ONE
        detail
    }
}

models/players/Stalker_tatooine/extras
{
    cull    disable
    {
        map models/players/Stalker_tatooine/extras
        rgbGen lightingDiffuse
    }
    {
        map models/players/Stalker_tatooine/default_reflect
        blendFunc GL_ONE GL_ONE
        rgbGen lightingDiffuse
        tcGen environment
    }
    {
        map models/players/Stalker_tatooine/extras
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
        rgbGen lightingDiffuse
    }
}

models/players/Stalker_tatooine/head
{
    {
        map models/players/Stalker_tatooine/head
        rgbGen lightingDiffuse
    }
    {
        map models/players/Stalker_tatooine/default_reflect
        blendFunc GL_ONE GL_ONE
        rgbGen lightingDiffuse
        tcGen environment
    }
    {
        map models/players/Stalker_tatooine/head
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
        rgbGen lightingDiffuse
    }
}

models/players/Stalker_tatooine/hips
{
    cull    disable
    {
        map models/players/Stalker_tatooine/hips
        rgbGen lightingDiffuse
    }
    {
        map models/players/Stalker_tatooine/default_reflect
        blendFunc GL_ONE GL_ONE
        rgbGen lightingDiffuse
        tcGen environment
    }
    {
        map models/players/Stalker_tatooine/hips
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
        rgbGen lightingDiffuse
    }
}
models/players/Stalker_tatooine/torso
{
    cull    disable
    {
        map models/players/Stalker_tatooine/torso
        rgbGen lightingDiffuse
    }
    {
        map models/players/Stalker_tatooine/default_reflect
        blendFunc GL_ONE GL_ONE
        rgbGen lightingDiffuse
        tcGen environment
    }
    {
        map models/players/Stalker_tatooine/torso
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
        rgbGen lightingDiffuse
    }
}

models/players/Stalker_tatooine/tabs
{
    cull    disable
    {
        map models/players/Stalker_tatooine/tabs
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
        rgbGen lightingDiffuse
    }
    {
        map models/players/Stalker_tatooine/tabs_spec
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
        detail
        alphaGen lightingSpecular
    }
}

models/players/Stalker_tatooine/head_blue
{
    {
        map models/players/Stalker_tatooine/head_blue
        rgbGen lightingDiffuse
    }
    {
        map models/players/Stalker_tatooine/default_reflect
        blendFunc GL_ONE GL_ONE
        rgbGen lightingDiffuse
        tcGen environment
    }
    {
        map models/players/Stalker_tatooine/head_blue
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
        rgbGen lightingDiffuse
    }
}

models/players/Stalker_tatooine/tabs_blue
{
    cull    disable
    {
        map models/players/Stalker_tatooine/tabs_blue
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
        rgbGen lightingDiffuse
    }
    {
        map models/players/Stalker_tatooine/tabs_spec
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
        detail
        alphaGen lightingSpecular
    }
}

models/players/Stalker_tatooine/head_red
{
    {
        map models/players/Stalker_tatooine/head_red
        rgbGen lightingDiffuse
    }
    {
        map models/players/Stalker_tatooine/default_reflect
        blendFunc GL_ONE GL_ONE
        rgbGen lightingDiffuse
        tcGen environment
    }
    {
        map models/players/Stalker_tatooine/head_red
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
        rgbGen lightingDiffuse
    }
}

models/players/Stalker_tatooine/tabs_red
{
    cull    disable
    {
        map models/players/Stalker_tatooine/tabs_red
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
        rgbGen lightingDiffuse
    }
    {
        map models/players/Stalker_tatooine/tabs_spec
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
        detail
        alphaGen lightingSpecular
    }
}

models/players/Stalker_tatooine/torso_red
{
    {
        map models/players/Stalker_tatooine/torso_red
        rgbGen lightingDiffuse
    }
    {
        map models/players/Stalker_tatooine/default_reflect
        blendFunc GL_ONE GL_ONE
        rgbGen lightingDiffuse
        tcGen environment
    }
    {
        map models/players/Stalker_tatooine/torso_red
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
        rgbGen lightingDiffuse
    }
}

models/players/Stalker_tatooine/torso_blue
{
    {
        map models/players/Stalker_tatooine/torso_blue
        rgbGen lightingDiffuse
    }
    {
        map models/players/Stalker_tatooine/default_reflect
        blendFunc GL_ONE GL_ONE
        rgbGen lightingDiffuse
        tcGen environment
    }
    {
        map models/players/Stalker_tatooine/torso_blue
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
        rgbGen lightingDiffuse
    }
}

 

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Ok

 

head,models/players/stalker_tatooine/head.tga
head_face,models/players/stalker_tatooine/head.tga
head_mouth,models/players/stalker_tatooine/head.tga

torso_xtras,models/players/stalker_tatooine/torso.tga
torso,models/players/stalker_tatooine/torso.tga
torso_braid,models/players/stalker_tatooine/torso.tga
torso_buckle,models/players/stalker_tatooine/torso.tga
torso_tube,models/players/stalker_tatooine/torso.tga
torso_neck,models/players/stalker_tatooine/torso.tga
torso_cpu,models/players/stalker_tatooine/cpu.tga
l_arm,models/players/stalker_tatooine/torso.tga
r_arm,models/players/stalker_tatooine/torso.tga
r_arm_guards,models/players/stalker_tatooine/extras.tga
l_hand,models/players/stalker_tatooine/torso.tga
r_hand,models/players/stalker_tatooine/torso.tga

hips_pouches,models/players/stalker_tatooine/torso.tga
torso_belt,models/players/stalker_tatooine/hips.tga
hips,models/players/stalker_tatooine/hips.tga
l_leg,models/players/stalker_tatooine/hips.tga
r_leg,models/players/stalker_tatooine/hips.tga

hips_armor,models/players/stalker_tatooine/extras.tga
l_hand_armor,models/players/stalker_tatooine/extras.tga
r_hand_armor,models/players/stalker_tatooine/extras.tga
torso_arm_armor,models/players/stalker_tatooine/extras.tga
torso_armor,models/players/stalker_tatooine/extras.tga
torso_buckles,models/players/stalker_tatooine/extras.tga
torso_shoulder_armor,models/players/stalker_tatooine/extras.tga
torso_verterb,models/players/stalker_tatooine/extras.tga
hips_tabs,models/players/stalker_tatooine/tabs.tga

r_hand_rbt,models/players/stalker_tatooine/extras.tga
r_hand_wire,models/players/stalker_tatooine/extras.tga
r_arm_wire,models/players/stalker_tatooine/extras.tga
r_arm_rbt,models/players/stalker_tatooine/extras.tga

head_cap_torso_off,models/players/stormtrooper/caps.tga
torso_cap_head_off,models/players/stormtrooper/caps.tga

l_hand_cap_l_arm_off,models/players/stormtrooper/caps.tga
l_arm_cap_l_hand_off,models/players/stormtrooper/caps.tga
l_arm_cap_torso_off,models/players/stormtrooper/caps.tga
torso_cap_l_arm_off,models/players/stormtrooper/caps.tga

r_hand_cap_r_arm_off,models/players/stormtrooper/caps.tga
r_arm_cap_r_hand_off,models/players/stormtrooper/caps.tga
r_arm_cap_torso_off,models/players/stormtrooper/caps.tga
torso_cap_r_arm_off,models/players/stormtrooper/caps.tga


torso_cap_hips_off,models/players/stormtrooper/caps.tga
hips_cap_torso_off,models/players/stormtrooper/caps.tga
hips_cap_l_leg_off,models/players/stormtrooper/caps.tga
hips_cap_r_leg_off,models/players/stormtrooper/caps.tga

l_leg_cap_hips_off,models/players/stormtrooper/caps.tga
r_leg_cap_hips_off,models/players/stormtrooper/caps.tga

 

BUT like i said! In singleplayer everything works fine! Only multi screw up. And bonus i have a cracked version of the game . When i was making the skin file i just copy a sith stalker skin and change sith_stalker into a stalker_tatooine... I looked at it very closly.

 

Edit:

I just downloaded the Lobot model... this new one. Same thing like on the top. The computer thing on his head there is only half on it.

Edited by Langerd
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  • 3 weeks later...

Definitely going to affect SP and MP to some degree, it just might not be manifesting itself as visibly.

 

You should ensure that file paths related to quake filesystem (ie: relative models/..../blah.tga etc) are all going to be <= 63 + a nul terminator byte.  The game does sometimes append too so, its hard to say for sure where that print is happening.  And even harder without the ability to track the code location.

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