Author Topic: Custom blood .shader problem  (Read 7543 times)

Mexel

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Custom blood .shader problem
« on: July 01, 2007, 08:28:04 pm »
before i get started on all this, i have tried the search command, AND tried the trem.wikki. i searched my HEART out.


So my problem is this, for starters i made my own .shader file "custom.shader"
//in c:/tremulous/base/scripts/
(most of my files are dirsctly on C:)
and the appropriate image is in;
// C:/tremulous/base/textures/custom/


What i'm trying to do is make my blood shader mimic the "Transit" bloods' shaders.

here's what my blood .shader looks like.
Code: [Select]
textures/custom/blood2
{
surfaceparm noimpact
surfaceparm nonsolid
surfaceparm trans
polygonoffset
{
map textures/custom/blood2.jpg
blendfunc filter
}
}

textures/custom/pentagram
{
surfaceparm noimpact
surfaceparm nonsolid
surfaceparm trans
polygonoffset
{
map textures/custom/penatgram.jpg
blendfunc filter
}
}



and my shaderlist;
Code: [Select]
arachnid2
atcs
karith
nexus6
niveus
transit
tremor
uncreation
common
common-trem
ix
moria
tim
titan
trem2
stone
displays
misc
plant_life
water
custom /// <-------


and i have tried using "Transit's" image, and built it in Q3map2, and it works FINE. but when i use my blood shader, it shows up as a regular image (white BG and such). Any help from anyone who knows ANYthing about shaders, and said help alike can PM me here, or e-mail me redsdeath@yahoo.com

please NO spam!

Many thanks appreciated :)

doomagent13

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Custom blood .shader problem
« Reply #1 on: July 01, 2007, 08:54:58 pm »
By your example, I think you need to add "custom" to shaderlist.txt.

Lava Croft

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Custom blood .shader problem
« Reply #2 on: July 02, 2007, 12:52:30 am »
Do your images have an alpha-channel? I think you need an alpha-channel, so that Quake3 knows which part of the texture to render transparent.

Mexel

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Custom blood .shader problem
« Reply #3 on: July 02, 2007, 03:54:53 am »
Now that i'm not sure of. i got them off a site. Said they were textures o.O

In any case. i'm a dirt poor bastard, so i can't afford to buy PS. But i DO use the GIMP, and am fairly good at it. One thing i would like to know is how to make images have that ALPHA chanel in them. So if anyone knows GIMP quite well, or just knows how to add that alpha chanel, please let me know, it'd much appreciated.

Plague Bringer

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Custom blood .shader problem
« Reply #4 on: July 02, 2007, 03:56:32 am »
Paint.NET is a free program that, IMO, kicks GIMP's arse.
U R A Q T

Lava Croft

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Custom blood .shader problem
« Reply #5 on: July 02, 2007, 10:08:18 am »
Quote from: "Plague Bringer"
Paint.NET is a free program that, IMO, kicks GIMP's arse.

Totally irrelevant to the discussion, as usual.

Mexel, take a look here.

Good luck.

Plague Bringer

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Custom blood .shader problem
« Reply #6 on: July 02, 2007, 03:07:07 pm »
Sorry for going off topic but I feel the need to correct Lava on something.

Although my last post was obviously somewhat.. unclear.. I was making a reccomendation that Mexel try Paint.NET because I think that it's much more user friendly and it'd be easier to do the technical things such as Alpha Channeling.

Here's a link to Paint.NET if you're at all interested. Link.
U R A Q T

.f0rqu3

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Custom blood .shader problem
« Reply #7 on: July 02, 2007, 04:39:59 pm »
# Windows XP (SP2 or later),
   or Windows Vista,
   or Windows Server 2003 (SP1 or later)
# .NET Framework 2.0
# 200+ MB hard drive space

great... I will continue to use gimp. and gimp 2.3 is way better

gareth

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Custom blood .shader problem
« Reply #8 on: July 02, 2007, 06:44:23 pm »
Quote from: "Plague Bringer"
Sorry for going off topic but I feel the need to correct Lava on something.

Although my last post was obviously somewhat.. unclear.. I was making a reccomendation that Mexel try Paint.NET because I think that it's much more user friendly and it'd be easier to do the technical things such as Alpha Channeling.

Here's a link to Paint.NET if you're at all interested. Link.


while i like paint.net, it is much easier to use than the gimp, the current version has very crappy alpha channel support.

Survivor

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Custom blood .shader problem
« Reply #9 on: July 02, 2007, 07:19:38 pm »
Incorrect. Blendfunc filter filters all white out of jpegs. No alphachannels needed iirc.
I’m busy. I’ll ignore you later.

Mexel

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Custom blood .shader problem
« Reply #10 on: July 03, 2007, 05:14:26 am »
Quote from: "Plague Bringer"
Sorry for going off topic but I feel the need to correct Lava on something.

Although my last post was obviously somewhat.. unclear.. I was making a reccomendation that Mexel try Paint.NET because I think that it's much more user friendly and it'd be easier to do the technical things such as Alpha Channeling.

Here's a link to Paint.NET if you're at all interested. Link.


Plague, i thank you for your offer. But i will decline. i'm a gimper for about 3+ years. and i farted arround with the images i was having problems with pertaining to my .shaders' and i noticed that the adding of the "alpha channel" was far more easier than i had thought of. adding it was something i had done before MANY times. But hadn't paid any attention to.

So i added the Alpha channel to the 2 images of which i had said problems. Thanks to Lava Croft's post. it WAS infact that it was missing the Alpha channel. It now works fine. Thank you ALL for the help.

Also, anyone know where i can get a water shader? j/w o.O (pulses' doesn't seem to work for me :|)

Lava Croft

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Custom blood .shader problem
« Reply #11 on: July 03, 2007, 09:15:25 am »
Quote from: "Mexel"
Also, anyone know where i can get a water shader?

From any map that has water in it?  :roll:

Plague Bringer

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Custom blood .shader problem
« Reply #12 on: July 03, 2007, 02:39:15 pm »
Very few have working water shaders.

I believe Kartih has one, though.
U R A Q T

Lava Croft

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Custom blood .shader problem
« Reply #13 on: July 03, 2007, 05:44:31 pm »
gloom2beta2, pulse and karith have water shaders.
nexus6 has a slime shader you can easily edit to a water shader.
sokolov and atcs3 have a lava shader you can easily edit to a water shader.

Mexel

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Custom blood .shader problem
« Reply #14 on: July 03, 2007, 05:47:16 pm »
Thanks, plague, and lava. It seems as though i have another problem. It's my textures. Now i know all the textures i used in my map are in the folder they should be, the scripts folder is there, along with the maps, and levelshots. But my problem is this. i take out ALL maps in Tremulous\base and move them to a SEPERATE folder (for safe keeping) and i leave my map, that i PakScape'd named "UTF12.pk3" and when i load it up and hop in the server with it, ALL the textures DON'T show up.


BUT when i load up JUST ATCS, the textures load fine (for ATCS that is) I'd really like to know what i'm doing wrong. Cause i followed the GTKRadiant manual, and the tremmapping wikki. so at this point i'm lost.

IF i get things to work right, i MAY post a link so you can see how good/bad of a mapper i am.

Lava Croft

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Custom blood .shader problem
« Reply #15 on: July 03, 2007, 05:54:11 pm »
Is you map independent from other maps? In other words, instead of using the the textures from for example textures/atcs/ or textures/nexus6/, create a new folder named after your map, copy all the textures you use to it, and update your map to only use the textures from your textures/mapname/ folder.
Not sure if this is your problem tho.

Mexel

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Custom blood .shader problem
« Reply #16 on: July 03, 2007, 06:15:26 pm »
Quote from: "Lava Croft"
Is you map independent from other maps? In other words, instead of using the the textures from for example textures/atcs/ or textures/nexus6/, create a new folder named after your map, copy all the textures you use to it, and update your map to only use the textures from your textures/mapname/ folder.
Not sure if this is your problem tho.


inded it is independant from other maps. though the textures i used come from a variety of other maps, like ATCS, Niveus, Nexus6, and a few others, i searched ALL the other maps that i uesd textures from, and add them to textures/UTF12 folder. then i make the PK3 accordingly, and the textures DON'T show up when i host it (without the other maps in tremulous/base) But when i add all the maps BACK to Tremulous/base and host my map once again the textures show up...
 I'm not worried about this map cause i fuxed it up (size wise that is, i got carried away with the size.) and lava, if you wouldn't mind here's my map enytitled UTF12, and figure out what i did wrong, cause i can't seem to see what i did. Thanks

UTF12 Download

Also Im on AIM for the moment, if you have it OR MSN i'm here (aim; mexxxel, and MSN; Sploogemunkie@hotmail.com) feel free to IM me and give me a lending hand :)

Lava Croft

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Custom blood .shader problem
« Reply #17 on: July 03, 2007, 06:26:47 pm »
Quote from: "Mexel"
inded it is independant from other maps. though the textures i used come from a variety of other maps, like ATCS, Niveus, Nexus6, and a few others, i searched ALL the other maps that i uesd textures from, and add them to textures/UTF12 folder. then i make the PK3 accordingly, and the textures DON'T show up when i host it (without the other maps in tremulous/base) But when i add all the maps BACK to Tremulous/base and host my map once again the textures show up...

This does really sound like a map that is not really independent from other maps. Are you sure your .map file references your textures/mymap/ folder, and not the folders of the original textures? If so, use a text editor to replace all instances of the folder names from the original textures by the foldername of your map.

Survivor

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Custom blood .shader problem
« Reply #18 on: July 03, 2007, 06:29:45 pm »
Quote from: "Mexel"
inded it is independant from other maps. though the textures i used come from a variety of other maps, like ATCS, Niveus, Nexus6, and a few others, i searched ALL the other maps that i uesd textures from, and add them to textures/UTF12 folder.

You are having the textures point to the original directories. Which you remove. They should be used from the start from your directory, not added to it later.
I’m busy. I’ll ignore you later.

Mexel

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Custom blood .shader problem
« Reply #19 on: July 03, 2007, 06:39:42 pm »
Quote from: "Lava Croft"
Quote from: "Mexel"
inded it is independant from other maps. though the textures i used come from a variety of other maps, like ATCS, Niveus, Nexus6, and a few others, i searched ALL the other maps that i uesd textures from, and add them to textures/UTF12 folder. then i make the PK3 accordingly, and the textures DON'T show up when i host it (without the other maps in tremulous/base) But when i add all the maps BACK to Tremulous/base and host my map once again the textures show up...

This does really sound like a map that is not really independent from other maps. Are you sure your .map file references your textures/mymap/ folder, and not the folders of the original textures? If so, use a text editor to replace all instances of the folder names from the original textures by the foldername of your map.


Well there is NO textures/UTF12 when i made my map. i made the folder when i made the .pk3.

Mexel

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Custom blood .shader problem
« Reply #20 on: July 03, 2007, 06:42:11 pm »
Quote from: "Lava Croft"
Quote from: "Mexel"
inded it is independant from other maps. though the textures i used come from a variety of other maps, like ATCS, Niveus, Nexus6, and a few others, i searched ALL the other maps that i uesd textures from, and add them to textures/UTF12 folder. then i make the PK3 accordingly, and the textures DON'T show up when i host it (without the other maps in tremulous/base) But when i add all the maps BACK to Tremulous/base and host my map once again the textures show up...

This does really sound like a map that is not really independent from other maps. Are you sure your .map file references your textures/mymap/ folder, and not the folders of the original textures? If so, use a text editor to replace all instances of the folder names from the original textures by the foldername of your map.


well after i made the .pk3 and added it to my trem/base folder and open up Radiant and click on my map the textures afre there. so i think i get what you're saying. That in trem/base/textures i should add a new folder for the current map i work on? (appropriately named of course.)

gareth

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Custom blood .shader problem
« Reply #21 on: July 03, 2007, 06:44:16 pm »
just use q3map2toolz, no need to copy and paste loads of textures.

Mexel

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Custom blood .shader problem
« Reply #22 on: July 03, 2007, 08:31:37 pm »
Quote from: "gareth"
just use q3map2toolz, no need to copy and paste loads of textures.


Thanks Gareth, my map now works FINE, with 1 minor problem. As you know i tested the map WITHOUT all the other maps, and the textures showed up as they should've. BUT they AREN'T Aligned they way they are in Radiant.  What can i do to fix this? this is the ONLY problem i have now.