shader probs -1 reply

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DeaD_MaN_WalkinG69

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#1 16 years ago

I have used some models in a map which i know work because i used them in my last map. I have some other probs which means i havent completed compiling yet but my junk file says "error missing shader for model".

Any ideas or shall i just wait and see what it looks like when i do eventualy get it to compile.




LeTHaL-BaNaNa

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#2 16 years ago

if you use sdk, use gtk, it fixes most model probs, but did the map still compile? if it did, see what model doesn't work and replace it, cuz some models don't work in mp...




DeaD_MaN_WalkinG69

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#3 16 years ago

sry. i wasn't very clear. i do use gtk but i havent been able to compile due to vis probs. as i said, i have already used these models in another map and they were fine. thats why i'm puzzeled by the error.




LeTHaL-BaNaNa

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#4 16 years ago

did it give the error too? but that's not really important, more important is that youd map doesn't want to compile due to vis... post the junk.txt if you can




DeaD_MaN_WalkinG69

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#5 16 years ago
LeTHaL-BaNaNadid it give the error too? but that's not really important, more important is that youd map doesn't want to compile due to vis... post the junk.txt if you can

I didn't get the prob with the first map using these models and as for the vis prob, well see if this junk.txt will make it any clearer. I have played around with the map and i'm not sure if vis is still my prob. This will teach me to make such a big map !!




LeTHaL-BaNaNa

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#6 16 years ago

Q.

MAX_MAP_LIGHTGRID

A. Usually means far too many lights are in your map, and to solve this you need to up the gridsize setting. You can use Worldspawn to enter gridsize with values of 128 128 128 or higher

You can also use the common/lightgrid texture to make a single brush around your map which q3map will keep in these bounds, therefore not lighting up anything not in under the bounds of the brush.

this is your problem...

and also, you use q3map, as it says at the top of the junk.txt, this means you use sdk, not gtk ;) www.qeradiant.com go get gtk 1.2.11 or 1.2.13, it's loads better, and it has q3map2, a much better compiler too... compile again on one of the (test) compiles and post the junk.txt again if you run into any errors...




DeaD_MaN_WalkinG69

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#7 16 years ago

I have sorted the vis prob and the models seem to be ok now. The help/about menu says i'm using "Gtkradient 1.2.10-sof2". I did have that light prob but it was due to the overall size of the map. I'm making a very large outdoor map and it kept giving me that error about max lightgrid exeded. I made the box surrounding my map smaller and now the comiple is taking longer. alot longer. I still need to do something because the comiple took 1 and a half hours and i stopped it cause its too long. Ive set the gridsize to 512 512 512. i dont have many lights and i only have sky texture on the roof of my box not the walls. what else can i do to speed up the light process? You are being very helpfull, thanks.




DeaD_MaN_WalkinG69

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#8 16 years ago

By the way, if I upgrade to gtk 1.2.13 will it still work with maps made in 1.2.10? ALSo do i have to uninstall 1.2.10 or will it just be upgraded. I am up for using the newest version but i don't want to lose any of my work.

thx again.

p.s. if this keeps up i'll have to give you a call on MSN. lol. :D




LeTHaL-BaNaNa

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#9 16 years ago

you won't lose anything when uninstalling/updating your gtk... and i think you have to install 1.2.11 first and then upgrade to 1.2.13, then also you will have q3map2, the best compiler there is, much quicker and better than q3map, and no, there is not much you can do about speeding up the lighting stage :(




DeaD_MaN_WalkinG69

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#10 16 years ago

I tried to compile again and i had to stop it after 4 hours. the model shader prob is back. im going to upgrade to 1.2 and see what happens.




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