Page 1 of 2
Multiplant fix??
Posted: Tue Feb 22, 2005 4:37 am
by Kat
Wasn't there a fixed shader or a corrected set of files for the multiplant pack? I thought we had it listed in the sticky but can't find it. Anyone know where the *fixed* mutliplant pack can be had?
Posted: Tue Feb 22, 2005 4:55 am
by Guest
So far all I've found are dead links. But yes the fixed multiplant pack does exist. Somewhere.
Posted: Tue Feb 22, 2005 5:04 am
by Kat
Oh, well at least I know I wasn't seeing things..!
Posted: Tue Feb 22, 2005 3:27 pm
by Meridanox
I made a fixed PK3 of all the multiplant files. I'll see if I can find it....
BTW, take a guess. Who am I?
Posted: Tue Feb 22, 2005 4:34 pm
by Kat
Meridanox wrote:....BTW, take a guess. Who am I?
His holyness The Pope? President Bush(tickler)? Or Joey from down the street?
If you can dig out the MPlant fixed pack that'd be really great :icon25:
Posted: Tue Feb 22, 2005 4:55 pm
by Meridanox
Check your e-mail Kat.
Yes, it's me. I've been lurking around for the past while, since I noticed that Q3W's been up. I've been having account problems and since we have DB and mail server issues, I'm temporarily locked out of my normal account. This new one has just started working...
Posted: Tue Feb 22, 2005 5:17 pm
by Kat
Thanks.
Quick question though... if there are maps in the baseq3 that use the old Mpack then that's going to cause problems isn't it? It's been a while since I used the plant pack but a current map I'm doing is having problems with the alpha channels even though the 'editing' files are correct. My guess is a conflick with an older map using the older files and shaders?
Posted: Tue Feb 22, 2005 6:36 pm
by Meridanox
Probably. Remember, Q3 reads PK3 file names in alphabetical order so later PK3 names are read last and will (should) overwrite any previous files loaded into memory. Try renaming the PK3 to something like z_multiplant.pk3 or something.
Let me know if you have any luck with that. If not, I'll see if I can modify the models further to use completely new shader names/file paths/texture names.
Posted: Tue Feb 22, 2005 6:48 pm
by Kat
ah that worked... will need to remember that for distribution of the map
Posted: Tue Feb 22, 2005 7:33 pm
by Meridanox
Do me a favour Kat, and rename that file to zmultiplant_v2.pk3 for the sake of consistancy. I'm going to change my local copy and eventually I'll have the file uploaded somewhere with the changed PK3 file name so other people don't have this problem. Thanks.
Posted: Tue Feb 22, 2005 8:03 pm
by Kat
yeah, that's kind what I did, although I named it 'zzz_*.pk3' becasue I think there are a couple of mappers with at least one 'Z' in their nicks ('zombie' springs to mind, although I'm not sure if he used that nick for Q3 - zq3dm1.pk3 etc..). Will change it to whatever you suggest in light of the problem noted above.
Posted: Wed Feb 23, 2005 2:22 pm
by Meridanox
Hmm... good point. zzzmultiplant_v2.pk3 makes better sense then.

- LOL! I find this very disturbing... makes me look noobish.
Posted: Wed Feb 23, 2005 5:40 pm
by Kat
Heh, I wouldn't worry about looking like a newb.. I completely forgot about that PK3 loading priority thing myself.
I'm still getting some odd errors though that I can't quite say are 100% to do with the over writing shaders. It's been a while since I did any real Q3 mapping so I@m having to remember a lot of stuff
Posted: Wed Feb 23, 2005 6:09 pm
by Lukin
Meridanox wrote:Check your e-mail Kat.
Can you send this pk3 to me
l u k i n @ planetquake.com, or (better) place on some www (though I'm in a bit hurry)?
Thanks in advance :icon34:
Posted: Wed Feb 23, 2005 10:07 pm
by Kat
Lukin wrote:Meridanox wrote:Check your e-mail Kat.
Can you send this pk3 to me
l u k i n @ planetquake.com, or (better) place on some www (though I'm in a bit hurry)?
Thanks in advance :icon34:
Pop on to ICQ.. I'll forward it to you from there (unless you've already got it by now)
Posted: Wed Feb 23, 2005 10:20 pm
by Meridanox
Kat wrote:Heh, I wouldn't worry about looking like a newb.. I completely forgot about that PK3 loading priority thing myself.
I'm still getting some odd errors though that I can't quite say are 100% to do with the over writing shaders. It's been a while since I did any real Q3 mapping so I@m having to remember a lot of stuff
Actually, I was refering to my rank. (I'm a gibblet again!)
What kind of errors are you still having? Post a screenshot? I'd like to iron out all the errors before distributing it.
@Lurkin: I'll send/upload it once I finalize the models to make sure other people aren't having any more problems.
Posted: Wed Feb 23, 2005 10:35 pm
by l0g1c
Meridanox wrote:
BTW, take a guess. Who am I?
Ryodox, is that you?

Posted: Thu Feb 24, 2005 1:06 am
by Kat
Meridanox wrote:....What kind of errors are you still having? Post a screenshot? I'd like to iron out all the errors before distributing it....
I found out what the main error was and it happened to have nothing to do with the multiplant (it was becasue I was using 'q3map_lightmapmergable' in the terrain shader I'm using, it basically buggered the smoothgrouping of the terrain model).
I'm trying to get the second one sorted out by doing a bit of remodelling (using ASE instead of MD3) and if the error is still there then I know something is going iffy somewhere still.
I sent a copy of the pack to Lurkin, maybe he can double check the pack to see if he gets any errors as well.
Posted: Thu Feb 24, 2005 4:02 pm
by Lukin
Thanks for the files!
I didn't notice any errors ATM.
@Lurkin....
Lol, lurkin != Lukin :icon26:
Posted: Thu Feb 24, 2005 4:35 pm
by Kat
Lukin wrote:@Lurkin....
Lol, lurkin != Lukin :icon26:
I blame age..! :icon25:
Posted: Thu Feb 24, 2005 7:24 pm
by Meridanox
We must both be getting old.
Posted: Thu Feb 24, 2005 7:33 pm
by Kat
Ok.. yeah I think there's either an error on a couple of the models or somewhere else in the pipeline. I'll post a screenshot in a bit but the 'plants' seem to have chunks missing from them. I can't quite tell if it's related to 'missing' or 'none rendered' polygons or whether something else is effecting them - like the alphaMod brushes - but that's what it looks like.
I was having similar missing polygons and model section problems (although the model was being cut in half across polys) with my old torch model I used way back when for katdm3 and 5, I re-edited those and exported them to ASE with a 'new' shader file which seemed to have fixed the problem. This makes me wonder if something else is going on..?!
Posted: Thu Feb 24, 2005 9:29 pm
by Meridanox
Do you mean that there are some missing leaves on some of the plants that you see in the editor but not in game?
A little background: Todd G. built a single model and textured them differently to give some variety to the models. I think there's a couple that had fewer leaves than the rest of the models. Rather than remodel these by actually deleting the extra polys, he textured half of the leaves on that model with an "invisible" shader - that is to say a drawing but perfectly translucent texture.
I noticed that they were creating extra polys in game even though you couldn't "see" them so I replaced his invisible shader with a modified nodraw shader so that they wouldn't be drawn at all. It was for a slight performance gain.
If this is the problem that I think you're having then it's not really a problem at all. It's just my ugly little hack to optimize the model.
BTW, I'll send both of you an updated zip in the next few days. Just some minor changes and updates to the readme... that is unless you really do have some unforeseen problem.
Posted: Thu Feb 24, 2005 10:19 pm
by Kat
no it's not that problem (good idea btw to use 'nodraw' shader), see that shot below.
-The yellow highlight on the
right shows a leaf cut off by the wall it's burried inside of. This is fine and expected.
-The highlight on the
left however shows a 'broken' leaf. This happens on all the models so it's not specific to one object and seems random and intermittant... it'll happen on some models but not on others even when using the same 'base' model.
I'm not at all sure what's going on here except for there to be some wierd shader interaction error, or something to do with the alphaMod brushes I've literally covered the map in... but I'm going to be uploading a beta test of a map I'm working on in a bit anyway to you'll be able to see 1st hand what's happening as it's difficult to show in screenshot.
Posted: Fri Feb 25, 2005 4:39 am
by Meridanox
Umm... "Interesting" screenshot you have there. That is indeed odd. Taking a look into it.