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Skin and Shader problems

Posted: Wed Apr 12, 2006 11:21 pm
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.

Posted: Wed Apr 12, 2006 11:47 pm
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.

Posted: Thu Apr 13, 2006 12:13 am
by lovefist
cg_forcemodel default model in baseq3 is sarge/default.

Besides, I have it binded...

Thanks for the reply.

Posted: Thu Apr 13, 2006 12:16 am
by Foo
Try pressing TAB once a player joins - Quake won't load a new skin or model until the scoreboard is raised.

Posted: Thu Apr 13, 2006 12:38 am
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.

Posted: Thu Apr 13, 2006 3:46 am
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.

Posted: Thu Apr 13, 2006 4:09 pm
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.... :/

Posted: Thu Apr 13, 2006 4:17 pm
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.

Posted: Fri Apr 14, 2006 11:12 pm
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.