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ZeroRaven

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  1. @@Szico VII Oddly enough it was just the line spacing between shaders. the text with the lightmapscale 1x1 was copied directly from the normal map technique lol.
  2. Ok so now a new problem. Added 2 new lines to the shader file. Now upon comile of the BSP it gives me an ************ ERROR ************ ParseShaderFile(): shaders/pk02.shader, line 30: { not found! Found instead: map Last known shader: { Now I'm not sure what I may have done wrong. Mind you there is two files with glows and fake bumpmaps, and one with just the fake bumpmap. Here is the shader text thus far. textures/pk02/pk02_ceiling02_c { q3map_normalimage textures/pk02/pk02_ceiling02_n qer_editorimage textures/pk02/pk02_ceiling02_c q3map_lightmapsamplesize 1x1 { map $lightmap rgbGen identity } { map textures/pk02/pk02_ceiling02_c blendFunc GL_DST_COLOR GL_ZERO } { map textures/pk02/pk02_ceiling02_i blendFunc GL_ONE GL_ONE rgbGen identity glow } } textures/pk02/pk02_ceiling03_c { q3map_normalimage textures/pk02/pk02_ceiling03_n qer_editorimage textures/pk02/pk02_ceiling03_c q3map_lightmapsamplesize 1x1 } { map $lightmap rgbGen identity } { map textures/pk02/pk02_ceiling03_c blendFunc GL_DST_COLOR GL_ZERO } } textures/pk02/pk02_computer01a_c { q3map_normalimage textures/pk02/pk02_computer01a_n qer_editorimage textures/pk02/pk02_computer01a_c q3map_lightmapsamplesize 1x1 } { map $lightmap rgbGen identity } { map textures/pk02/pk02_computer01a_c blendFunc GL_DST_COLOR GL_ZERO } { map textures/pk02/pk02_computer01a_i blendFunc GL_ONE GL_ONE rgbGen identity glow } }
  3. So @@Szico VII it should look like this? textures/pk02/pk02_ceiling02_c { q3map_normalimage textures/pk02/pk02_ceiling02_n qer_editorimage textures/pk02/pk02_ceiling02_c q3map_lightmapsamplesize 1x1 { map $lightmap rgbGen identity } { map textures/pk02/pk02_ceiling02_c blendFunc GL_DST_COLOR GL_ZERO } { map textures/pk02/pk02_ceiling02_i blendFunc GL_ONE GL_ONE rgbGen identity glow } }
  4. Moondog, no the only versions of the textures, shaders, and glows I have are located in the pk02 folder.
  5. Yes Szico I did. Made sure it was sv_pure 0. And the textures im using are power of 2. Most are 512x512 some are 1024x1024 I think the largest I have is a ground material thats 2048x2048. I tend to only use power of 2 textures, old habits from my DF2:JK editing days lol.
  6. loaded up ingame console. got a "Shader textures/pk02/pk02_ceiling02_c has a lightmap but no lightmap stage" error. I wouldnt be suprised if i somehow fudged up the shader script.
  7. Well it's better then I can do, though i'm sure you can still do it better. Looks good though
  8. Well looked at the console log (N key then console tab) for my last compilation. Only noticed this mention "Loading E:/games/Lucasarts/Star Wars - Jedi Academy/GameData/base/maps/PK02.bsp Loading E:/games/Lucasarts/Star Wars - Jedi Academy/GameData/base/maps/PK02.srf Shader textures/pk02/pk02_ceiling02_c has NM textures/pk02/pk02_ceiling02_n.tga" And also "Map has shader script E:/games/Lucasarts/Star Wars - Jedi Academy/GameData/base/maps/../shaders/q3map2_PK02.shader" So it doesnt seem like it registered the pk02_ceiling02_i for the lights "Glow" Any idea why this is? I cant figure it out. And also according to this it looks like pk02_ceiling02_n is listed as a .TGA but in the textures its a JPG? could this somehow be part of the issue?? Should my NormalMap be a TGA instead of a JPG?
  9. Im working on a map full of new textures and shaders. I'm trying a combination in the pk02.shader file to have both the "fake normal map" idea and the light glow to work. Is this even possible? When ever I load up my level however the textures appear as black/grey boxes with a white grid line surrounding. Heres the code from my pk02.shader as an example textures/pk02/pk02_ceiling02_c { q3map_normalimage textures/pk02/pk02_ceiling02_n qer_editorimage textures/pk02/pk02_ceiling02_c q3map_lightmapsamplesize 1x1 { map $lightmap rgbGen identity } { map textures/pk02/pk02_ceiling02_c blendFunc GL_DST_COLOR GL_ZERO } { map textures/pk02/pk02_ceiling02_i blendFunc GL_ONE GL_ONE rgbGen identity } } Please note the PK02.Shader has been added to the shaderlist too and textures show up fine in radiant but in JA they look like a black/white version of DF2:JK's DFLT.MAT
  10. Hello everyone, I am Zero Raven from JKHub.net First off may I say congratulations on the successful launching of your site. With Massassi being as slow to respond, and generally dead as it has become, it is wonderful to see another site opening to take over the mantle for JO/JA games and mods. May I make a few comments though. 1:. Please note that the expressive opinions of a few of the HUB members, does NOT reflect our feelings as a whole. 2:. I do not believe the JKHUB name is copyrighted but that cannot be confimred until contact can be had with the original JKhub.net creator. 3:. I see no issue with having 2 sites with the similar name, i just hope we can all accept the confusion if someone types .net instead of .org and vice versa. Lets all coexist and enjoy our games shall we? Have a pleasant evening gents, and seeing as how I enjoy JO/JA also, I'm sure you'll be seeing me around more often.
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