Re: Modelling cars - Chevrolet Camaro 2010
Posted: Tue Jun 21, 2016 7:55 am
It compiles okay now, but the texture is still missing
Even when it's listed in the pk3 and the shader points to correct files 




Your world is waiting...
https://www.quake3world.com/forum/
So there is some syntax error or the file is wrong formatGtkRadiant wrote:Unable to read shaderfile czyard_models.shader
GtkRadiant Console wrote:Unable to read shaderfile scripts/czyard_models.shader
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*MATERIAL_LIST {
*MATERIAL_COUNT 1
*MATERIAL 0 {
*MATERIAL_NAME "models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.0000 0.0000 0.0000
*MATERIAL_DIFFUSE 0.8000 0.8000 0.8000
*MATERIAL_SPECULAR 1.0000 1.0000 1.0000
*MATERIAL_SHINE 0.2485
*MATERIAL_SHINESTRENGTH 0.1370
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Cooktorr
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "..\models\mapobjects\czghost\czyard\vehicles\camaro\camaro_final.tga"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}
}
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models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final
{
q3map_lightimage models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final_light.tga
q3map_surfacelight 10
{
map models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final.tga
rgbGen identity
}
{
map models/mapobjects/czghost/czyard/vehicles/camaro/glass.tga
rgbGen identity
blendFunc GL_ONE GL_ONE
tcGen environment
}
{
map models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final.tga
rgbGen identity
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
map $lightmap
blendFunc GL_ZERO GL_SRC_COLOR
tcGen lightmap
}
{
map models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final_light.tga
blendFunc GL_ONE GL_ONE
}
}
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*MATERIAL_LIST {
*MATERIAL_COUNT 2
*MATERIAL 0 {
*MATERIAL_NAME "textures/common/caulk"
*MATERIAL_CLASS "Standard"
*MATERIAL_DIFFUSE 1.000000 1.000000 1.000000
*MATERIAL_SHADING Phong
*MAP_DIFFUSE {
*MAP_NAME "textures/common/caulk"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0
*MAP_TYPE Screen
*BITMAP "..\textures\common\caulk.tga"
*BITMAP_FILTER Pyramidal
}
}
*MATERIAL 1 {
*MATERIAL_NAME "textures/plants_soc/grass01a"
*MATERIAL_CLASS "Standard"
*MATERIAL_DIFFUSE 1.000000 0.692170 0.392717
*MATERIAL_SHADING Phong
*MAP_DIFFUSE {
*MAP_NAME "textures/plants_soc/grass01a"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0
*MAP_TYPE Screen
*BITMAP "..\textures\plants_soc\grass01a.tga"
*BITMAP_FILTER Pyramidal
}
}
}
I shortened them all to "models/mapobjects/camaro/camaro_final" and it worked (After placing the files in the respective directory as well). Also, not sure why socks *BITMAP have ../ before textures, anyways:CZghost wrote:As I said - might it be too long path?
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*3DSMAX_ASCIIEXPORT 200
*COMMENT "Ascii Scene Exporter v2.51"
*SCENE {
*SCENE_FILENAME "E:\Documents\Poláèek Marek\Quake 3\quake3_developing\PUBLIC_ARENAS\CZGHOST_PUBLIC\MODELS~1\Release\Camaro\v1.0\camaro.blend"
*SCENE_FIRSTFRAME 0
*SCENE_LASTFRAME 100
*SCENE_FRAMESPEED 30
*SCENE_TICKSPERFxRAME 160
*SCENE_BACKGROUND_STATIC 0.0000 0.0000 0.0000
*SCENE_AMBIENT_STATIC 0.0000 0.0000 0.0000
}
*MATERIAL_LIST {
*MATERIAL_COUNT 1
*MATERIAL 0 {
*MATERIAL_NAME "models/mapobjects/camaro/camaro_final"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.0000 0.0000 0.0000
*MATERIAL_DIFFUSE 0.8000 0.8000 0.8000
*MATERIAL_SPECULAR 1.0000 1.0000 1.0000
*MATERIAL_SHINE 0.2485
*MATERIAL_SHINESTRENGTH 0.1370
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Cooktorr
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "models/mapobjects/camaro/camaro_final"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "models\mapobjects\camaro\camaro_final.tga"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}
}
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/////////////////////////////////////////////////////////////////
////////////// CZGHOST'S MODELS ///////////////
////////////// SHADERS FOR BACKYARD'S ///////////////
////////////// EXPERIMENTAL PLAYGROUND MAP ///////////////
/////////////////////////////////////////////////////////////////
models/mapobjects/camaro/camaro_final
{
q3map_lightimage models/mapobjects/camaro/camaro_final_light.tga
q3map_surfacelight 10
{
map models/mapobjects/camaro/camaro_final.tga
rgbGen identity
}
{
map models/mapobjects/camaro/glass.tga
rgbGen identity
blendFunc GL_ONE GL_ONE
tcGen environment
}
{
map models/mapobjects/camaro/camaro_final.tga
rgbGen identity
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
map $lightmap
blendFunc GL_ZERO GL_SRC_COLOR
tcGen lightmap
}
{
map models/mapobjects/camaro/camaro_final_light.tga
blendFunc GL_ONE GL_ONE
}
}
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models/mapobjects/wallhead/lion_m
{
{
map models/mapobjects/wallhead/lion_m.tga
blendFunc GL_ONE GL_ZERO
rgbGen vertex
}
{
map textures/sfx/firewalla.tga
blendFunc GL_ONE GL_ONE
tcmod scroll 0.1 1
//rgbGen wave triangle .5 1 0 .4
}
{
map models/mapobjects/wallhead/lion_m.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen vertex
}