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black protobanner https://www.quake3world.com/forum/viewtopic.php?f=10&t=52192 |
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Author: | RojaN Returned [ 07-09-2016 07:26 PM ] |
Post subject: | black protobanner |
An oddity: when using the protobanner flag in gtkradiant, it looks fine, but when I put it out to a bsp, it's dead black. The shader is doing it's other magic with alpha and waving like flags do, but the texture itself is midnight on a moonless night. Something with my setup, or a known bug? |
Author: | Theftbot [ 07-09-2016 10:59 PM ] |
Post subject: | Re: black protobanner |
what does the console display |
Author: | RojaN Returned [ 07-09-2016 11:51 PM ] |
Post subject: | Re: black protobanner |
There aren't any missing file complaints. Nothing out of the ordinary. Is there a way to do a text dump? |
Author: | KittenIgnition [ 07-11-2016 05:40 AM ] |
Post subject: | Re: black protobanner |
I think it might be calling a lightmap that isn't there? I've had this issue a lot, not 100% sure what the cause is, but turning off vertex light may fix it. If that doesn't do it, then try adding a standard lightmap stage to the shader. For some reason, whenever I compiled a map with one of my random ripped models, the model was always solid black until I made a shader and added a lightmap stage to it. |
Author: | RojaN Returned [ 07-11-2016 10:30 PM ] |
Post subject: | Re: black protobanner |
Arright, here it is: Code: GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex
GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GÀÑàt(õ(GL_MAX_TEXTURE_SIZE: 16384 GL_MAX_TEXTURE_UNITS_ARB: 8 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits) MODE: -1, 1900 x 1200 fullscreen hz:N/A GAMMA: hardware w/ 0 overbright bits rendering primitives: single glDrawElements texturemode: GL_LINEAR_MIPMAP_LINEAR picmip: 0 texture bits: 0 multitexture: enabled compiled vertex arrays: enabled texenv add: enabled compressed textures: disabled Initializing Shaders ----- finished R_Init ----- ------ Initializing Sound ------ Loading "OpenAL32.dll"... Allocated 96 sources. OpenAL default capture device is 'WaveIn on Microphone (USB Audio Device)' OpenAL capture device opened. OpenAL info: Vendor: OpenAL Community Version: 1.1 ALSOFT 1.6.372 Renderer: OpenAL Soft AL Extensions: AL_EXTX_buffer_sub_data AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_OFFSET AL_LOKI_quadriphonic ALC Extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_EFX Device: DirectSound Software Available Devices: DirectSound Software Wave File Writer Sound initialization successful. -------------------------------- Loading vm file vm/ui.qvm... VM file ui compiled to 594408 bytes of code ui loaded in 1368576 bytes on the hunk 36 arenas parsed 32 bots parsed --- Common Initialization Complete --- Winsock Initialized Hostname: MinasMorgul IP6: fe80::21f2:afe4:dd29:aed1%17 IP6: 2602:301:776f:e4f0:21f2:afe4:dd29:aed1 IP6: 2602:301:776f:e4f0:d59c:96a0:b4ce:92db IP: 192.168.1.64 Opening IP6 socket: [::]:27960 Opening IP socket: 0.0.0.0:27960 ------ Server Initialization ------ Server: OUTRAGE RE_Shutdown( 0 ) Hunk_Clear: reset the hunk ok ----- R_Init ----- GL_VENDOR: ATI Technologies Inc. GL_RENDERER: ATI Radeon HD 5700 Series GL_VERSION: 4.2.12217 Compatibility Profile Context 12.104.0.0 GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GÀÑàt¸sº çBGL_MAX_TEXTURE_SIZE: 16384 GL_MAX_TEXTURE_UNITS_ARB: 8 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits) MODE: -1, 1900 x 1200 fullscreen hz:N/A GAMMA: hardware w/ 0 overbright bits rendering primitives: single glDrawElements texturemode: GL_LINEAR_MIPMAP_LINEAR picmip: 0 texture bits: 0 multitexture: enabled compiled vertex arrays: enabled texenv add: enabled compressed textures: disabled Initializing Shaders ----- finished R_Init ----- ----- FS_Startup ----- Current search path: C:\Users\Joseph Burns\AppData\Roaming\Quake3/baseq3 C:\Program Files (x86)\ioquake3-clean\baseq3\shaderlab_1337.pk3 (21 files) C:\Program Files (x86)\ioquake3-clean\baseq3\pak8.pk3 (9 files) C:\Program Files (x86)\ioquake3-clean\baseq3\pak7.pk3 (4 files) C:\Program Files (x86)\ioquake3-clean\baseq3\pak6.pk3 (64 files) C:\Program Files (x86)\ioquake3-clean\baseq3\pak5.pk3 (7 files) C:\Program Files (x86)\ioquake3-clean\baseq3\pak4.pk3 (272 files) C:\Program Files (x86)\ioquake3-clean\baseq3\pak3.pk3 (4 files) C:\Program Files (x86)\ioquake3-clean\baseq3\pak2.pk3 (148 files) C:\Program Files (x86)\ioquake3-clean\baseq3\pak1.pk3 (26 files) C:\Program Files (x86)\ioquake3-clean\baseq3\pak0.pk3 (3539 files) C:\Program Files (x86)\ioquake3-clean\baseq3\outrage.pk3 (107 files) C:\Program Files (x86)\ioquake3-clean/baseq3 ---------------------- 8402 files in pk3 files Loading vm file vm/qagame.qvm... VM file qagame compiled to 1137840 bytes of code qagame loaded in 2683840 bytes on the hunk ------- Game Initialization ------- gamename: baseq3 gamedate: Sep 30 2002 4 teams with 8 entities 31 items registered ----------------------------------- ------- BotLib Initialization ------- loaded weapons.c loaded items.c loaded syn.c loaded rnd.c loaded match.c loaded rchat.c ------------ Map Loading ------------ trying to load maps/OUTRAGE.aas loaded maps/OUTRAGE.aas camp spot at -416.0 -728.0 -216.0 in solid camp spot at 1320.0 -1416.0 568.0 in solid camp spot at -8.0 -1440.0 560.0 in solid trigger_push start solid trigger_push not in any jump pad area trigger_push start solid trigger_push not in any jump pad area trigger_push start solid trigger_push not in any jump pad area weapon_railgun in solid at (392.0 -1280.0 -552.0) weapon_railgun not reachable for bots at (392.0 -1280.0 -552.0) holdable_medkit not reachable for bots at (1023.0 -1263.0 -176.9) found 178 level items ------------------------------------- 32 bots parsed 36 arenas parsed G_PickTarget called with NULL targetname AAS initialized. FinishSpawningItem: weapon_railgun startsolid at (392 -1280 -552) ----------------------------------- loaded skill 1 from bots/default_c.c loaded skill 1 from bots/cadavre_c.c loaded skill 4 from bots/default_c.c loaded skill 4 from bots/cadavre_c.c loaded bots/cadavre_i.c loaded bots/cadavre_w.c loaded cadavre from bots/cadavre_t.c loaded cached skill 1.000000 from bots/default_c.c loaded skill 1 from bots/doom_c.c loaded cached skill 4.000000 from bots/default_c.c loaded skill 4 from bots/doom_c.c loaded bots/doom_i.c loaded bots/doom_w.c loaded doom from bots/doom_t.c loaded cached skill 1.000000 from bots/default_c.c loaded skill 1 from bots/ranger_c.c loaded cached skill 4.000000 from bots/default_c.c loaded skill 4 from bots/ranger_c.c loaded bots/ranger_i.c loaded bots/ranger_w.c loaded ranger from bots/ranger_t.c loaded cached skill 1.000000 from bots/default_c.c loaded skill 1 from bots/wrack_c.c loaded cached skill 4.000000 from bots/default_c.c loaded skill 4 from bots/wrack_c.c loaded bots/wrack_i.c loaded bots/wrack_w.c loaded wrack from bots/wrack_t.c loaded cached skill 1.000000 from bots/default_c.c loaded skill 1 from bots/anarki_c.c loaded cached skill 4.000000 from bots/default_c.c loaded skill 4 from bots/anarki_c.c loaded bots/anarki_i.c loaded bots/anarki_w.c loaded anarki from bots/anarki_t.c loaded cached skill 1.000000 from bots/default_c.c loaded skill 1 from bots/mynx_c.c loaded cached skill 4.000000 from bots/default_c.c loaded skill 4 from bots/mynx_c.c loaded bots/mynx_i.c loaded bots/mynx_w.c loaded mynx from bots/mynx_t.c loaded cached skill 1.000000 from bots/default_c.c loaded skill 1 from bots/orbb_c.c loaded cached skill 4.000000 from bots/default_c.c loaded skill 4 from bots/orbb_c.c loaded bots/orbb_i.c loaded bots/orbb_w.c loaded orbb from bots/orbb_t.c loaded cached skill 1.000000 from bots/default_c.c loaded skill 1 from bots/xaero_c.c loaded cached skill 4.000000 from bots/default_c.c loaded skill 4 from bots/xaero_c.c loaded bots/xaero_i.c loaded bots/xaero_w.c loaded xaero from bots/xaero_t.c RE_Shutdown( 0 ) ----- R_Init ----- GL_VENDOR: ATI Technologies Inc. GL_RENDERER: ATI Radeon HD 5700 Series GL_VERSION: 4.2.12217 Compatibility Profile Context 12.104.0.0 GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GÀÑàtAÞ çBGL_MAX_TEXTURE_SIZE: 16384 GL_MAX_TEXTURE_UNITS_ARB: 8 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits) MODE: -1, 1900 x 1200 fullscreen hz:N/A GAMMA: hardware w/ 0 overbright bits rendering primitives: single glDrawElements texturemode: GL_LINEAR_MIPMAP_LINEAR picmip: 0 texture bits: 0 multitexture: enabled compiled vertex arrays: enabled texenv add: enabled compressed textures: disabled Initializing Shaders ----- finished R_Init ----- Loading vm file vm/ui.qvm... VM file ui compiled to 594408 bytes of code ui loaded in 1368576 bytes on the hunk 36 arenas parsed 32 bots parsed Loading vm file vm/cgame.qvm... VM file cgame compiled to 786818 bytes of code cgame loaded in 4593920 bytes on the hunk stitched 47 LoD cracks ...loaded 6267 faces, 199 meshes, 1 trisurfs, 0 flares CL_InitCGame: 2.28 seconds 304 msec to draw all images Com_TouchMemory: 0 msec |
Author: | RojaN Returned [ 07-13-2016 10:05 AM ] |
Post subject: | Re: black protobanner |
KittenIgnition wrote: I think it might be calling a lightmap that isn't there? I've had this issue a lot, not 100% sure what the cause is, but turning off vertex light may fix it. If that doesn't do it, then try adding a standard lightmap stage to the shader. For some reason, whenever I compiled a map with one of my random ripped models, the model was always solid black until I made a shader and added a lightmap stage to it. Thanks, KI. This put me on to a solution. So I made my own version, painted up a new banner in Photoshop, but used the old alpha. I mad-libbed the nouns from the Id shader. Same problem with my asset/shader vs using the base_wall/protobanner shader from Q3A. Now the Id shader already has a lightmap stage, as did my (mostly identical) shader. I tried removing vertex as you suggested, and this gave something that looked right on the opaque part, but the transparency was only partial, showing a transparent black rectangle outside the banner's alpha edge. If you look at the alpha for this texture in Photoshop, you will note that the area for transparency is actually gray rather than pure black. I could have crushed the black with levels or curves, but if Id did it that way, I figured that A: there was a good reason, and B: if it worked like that for them, it could for me if I could figure it out. So I reversed it. Kept vertex but got rid of the explicit lightmap stage. Bingo! I guess that stage is redundant, but it works as-is for the base game. Some hidden dependency? Looks fine in Q3ase as well FWIW. But no go in my map, needed to get rid of that lightmap. Thanks for the pointers. |
Author: | KittenIgnition [ 07-14-2016 06:35 AM ] |
Post subject: | Re: black protobanner |
Well, if it has lightmap stage and the nolightmap parm, in addition to not having alphashadow, it will look messed up. If you want shadows on the banner, and you're testing with a -light compile, try adding alohashadow to the beginning of the shader (where surfaceparm trans and all that go, right under the opening bracket). I had a stupid issue similar to this, where I had alphashadow on for terrain, where you use alpha to blend between textures, not a necessarily for "transparency", and it created a big black blob - I even made a thread on here asking for solutions :/ This is all speculation, I'm not 100% understanding what you're describing, so if you're happy with what you have then keep it. Just know that in a map with strong lighting, an object with no lightmap will stick out and look very ugly. |
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