Author Topic: Actions Surfaceparms  (Read 4804 times)

MrFish

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Actions Surfaceparms
« on: July 13, 2010, 03:43:41 pm »
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

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Re: Actions Surfaceparms
« Reply #1 on: July 13, 2010, 03:48:23 pm »
Quote from: MrFish
Anyone know why my action surfaceparms would stop working?

Did you use the "custinfoparms" switch while compiling?

MrFish

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Re: Actions Surfaceparms
« Reply #2 on: July 13, 2010, 03:53:00 pm »
EDIT:

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

Quote
[q3map2] -meta -custinfoparms -samplesize 8 "[MapFile]"
« Last Edit: July 13, 2010, 03:56:59 pm by MrFish »

UniqPhoeniX

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Re: Actions Surfaceparms
« Reply #3 on: July 13, 2010, 04:14:28 pm »
Typo in 'surfaceparm'? Other then that, post an example shader that doesn't work.

MrFish

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Re: Actions Surfaceparms
« Reply #4 on: July 13, 2010, 04:21:45 pm »
Here is my forcefeild shader for example-

Code: [Select]
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

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Re: Actions Surfaceparms
« Reply #5 on: July 13, 2010, 04:38:01 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

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Re: Actions Surfaceparms
« Reply #6 on: July 13, 2010, 04:43:05 pm »
The water was just a side note, I'm talking about the forcefeild shader. It's showing up as notexture right now.

Draeke

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Re: Actions Surfaceparms
« Reply #7 on: July 13, 2010, 05:04:04 pm »
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.
Code: [Select]
textures/nintendo_land/forcefeild
{
surfaceparm nolightmap
surfaceparm nomarks
surfaceparm noimpact
surfaceparm nodraw
surfaceparm slick

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

UniqPhoeniX

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Re: Actions Surfaceparms
« Reply #8 on: July 13, 2010, 05:19:08 pm »
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

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Re: Actions Surfaceparms
« Reply #9 on: July 13, 2010, 05:25:58 pm »
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

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Re: Actions Surfaceparms
« Reply #10 on: July 13, 2010, 07:28:44 pm »
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

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Re: Actions Surfaceparms
« Reply #11 on: July 13, 2010, 08:41:51 pm »
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

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Re: Actions Surfaceparms
« Reply #12 on: July 13, 2010, 09:03:42 pm »
I tried moving the pk3s out and it didn't work either. Is it a compiling problem?