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Actions Surfaceparms

Started by MrFish, July 13, 2010, 03:43:41 PM

MrFish

Anyone know why my action surfaceparms would stop working? All the visual stuff works fine but these surfaceparms are not working on my map-

nodraw
ladder
water
slick
nomarks
noimpact

But the others work ok.

God, maker of the world

Quote from: MrFishAnyone know why my action surfaceparms would stop working?

Did you use the "custinfoparms" switch while compiling?

MrFish

#2
EDIT:

Ok, so I checked the compile processes and yes, it is using the custinfoparms command.

Quote
[q3map2] -meta -custinfoparms -samplesize 8 "[MapFile]"

UniqPhoeniX

Typo in 'surfaceparm'? Other then that, post an example shader that doesn't work.

MrFish

Here is my forcefeild shader for example-

textures/nintendo_land/forcefeild
{
surfaceparm nolightmap
surfaceparm nomarks
surfaceparm noimpact
surfaceparm nodraw
surfaceparm slick
}




I have to put up console to take a ss. And you just fall through the water and walk on the bottom.

Draeke

Quote from: MrFish on July 13, 2010, 04:21:45 PM
I have to put up console to take a ss. And you just fall through the water and walk on the bottom.
Looks to me that's what the shader is meant to do. If you want to make it so players can touch it then add surfaceparm playerclip.

MrFish

The water was just a side note, I'm talking about the forcefeild shader. It's showing up as notexture right now.

Draeke

Ah I see. Well in that case you're missing a shader stage or two. You may also have misspelled forcefield. Make sure the texture and shader don't share the same name.

textures/nintendo_land/forcefeild
{
surfaceparm nolightmap
surfaceparm nomarks
surfaceparm noimpact
surfaceparm nodraw
surfaceparm slick

{
map nintendo_land/SOMETEXTURE.tga
}
{
map $lightmap
blendfunc filter
}
}

UniqPhoeniX

Any error/warning in console? A conflicting .shader file? (Try '/which scripts/<file>.shader').

Draeke: shaders with nodraw are not rendered anyway, doesn't need any stages.

Draeke

You're right. Ignore my previous post.

Perhaps it's an invalid texture/shader reference in the .map file (assigning a brush surface a non-existant shader would give you the missing texture).

MrFish

Nope, I misspelled forcefield in both the shader and the .map file. It also doesn't explain why ladder and water don't work.

Draeke

Alrighty. AFAIK PK3 resources always overides local ones. Check if you have any PK3s in your base folder that house the same shader (probably any old nintendo land maps) and move those somewhere else to see if it fixes the problem.

MrFish

I tried moving the pk3s out and it didn't work either. Is it a compiling problem?