Search found 5 matches

by lovefist
Fri Apr 14, 2006 11:12 pm
Forum: ID Tech
Topic: Skin and Shader problems
Replies: 8
Views: 3100

My problem is that the shader is not for a map model, but for a player model. =) The result, which is I suspect is due to the error is wild! The whole map fills with blinding, glorious sprites! xD Maybe if I understood what those errors meant, maybe I could fix the model. And I searched for a soluti...
by lovefist
Thu Apr 13, 2006 4:09 pm
Forum: ID Tech
Topic: Skin and Shader problems
Replies: 8
Views: 3100

Autosprite and autosprite2 are meant to be used on a quad, ie. 2 triangles. The shader I use is the shader used on the botlamp on the little platform in q3dm17. If I were to use it on a quad like intended it won't error, but it's much more fun on a more complex mesh :P I guess what I'm trying to fin...
by lovefist
Thu Apr 13, 2006 12:38 am
Forum: ID Tech
Topic: Skin and Shader problems
Replies: 8
Views: 3100

Wait, forcemodels default in team games is sarge, but the model you have on in tourney and DM... Yes I was pressing tab. Now with the shader issue, which is more important can anyone clue me in how to fix it? Like i said before, the only thing that bothers me is the endless scrolling in the console.
by lovefist
Thu Apr 13, 2006 12:13 am
Forum: ID Tech
Topic: Skin and Shader problems
Replies: 8
Views: 3100

cg_forcemodel default model in baseq3 is sarge/default.

Besides, I have it binded...

Thanks for the reply.
by lovefist
Wed Apr 12, 2006 11:21 pm
Forum: ID Tech
Topic: Skin and Shader problems
Replies: 8
Views: 3100

Skin and Shader problems

I have built some skins and if I add a bot or a player comes in the bot or player gets the skin I have on! I have no clue how to fix this... Another problem I have is with an autosprite shader. I get lots of yellow text in the console saying this: (shader path) had odd index count (shader path) had ...