Skin and Shader problems

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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lovefist
Posts: 5
Joined: Wed Apr 12, 2006 9:31 pm

Skin and Shader problems

Post by lovefist »

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 odd vertx count

And the shader is not on a quad but on a more complex object. I love the effect it creates so if possible I'd like to keep it and get rid of the error messages.

here is the shader:

{
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm noimpact
surfaceparm nomarks
surfaceparm trans
cull disable
deformVertexes autosprite
deformVertexes move 0 0 3 sin 0 5 0 0.1
deformVertexes move 2 2 0 sin 0 9 0 0.05
{
clampmap models/mapobjects/lamps/bot_flare.tga
blendfunc add
tcMod rotate 20
}
}


Hope someone can help.
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Foo
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Location: New Zealand

Post by Foo »

For the skin, make sure cg_forcemodel is set to 0 and not 1.

A value of 1 will make all players in the game use the model and skin you are using, to conserve memory.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
lovefist
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Joined: Wed Apr 12, 2006 9:31 pm

Post by lovefist »

cg_forcemodel default model in baseq3 is sarge/default.

Besides, I have it binded...

Thanks for the reply.
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Foo
Posts: 13840
Joined: Thu Aug 03, 2000 7:00 am
Location: New Zealand

Post by Foo »

Try pressing TAB once a player joins - Quake won't load a new skin or model until the scoreboard is raised.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
lovefist
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Joined: Wed Apr 12, 2006 9:31 pm

Post by lovefist »

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.
obsidian
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Post by obsidian »

I don't think autosprite works too well with models by default. It usually gives you that error. I don't recall how models use autosprite.

See if you can find the shader for one of those "bitch" models... pretty sure one of them used autosprite correctly.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
lovefist
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Joined: Wed Apr 12, 2006 9:31 pm

Post by lovefist »

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 find out is what is odd about it.

What is the "index count?"

The vertex count I can fix and make it even.... :/
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

You need to make the autosprite 2 polygons together on a seperate surface inside the model.

So in other words, make the autosprite section a seperate surface, and point your autosprite shader to this surface. Otherwise you will get this error.
lovefist
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Joined: Wed Apr 12, 2006 9:31 pm

Post by lovefist »

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 solution by googling my way up and down the net.
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