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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Models are Black (in game) !!!! WTF
Hants
General Member
Since: Apr 25, 2005
Posts: 5
Last: Jun 20, 2005
[view latest posts]
Level 0
Category: SoFII Mapping
Posted: Friday, Jun. 17, 2005 09:07 pm
This sucks ! I load models in GTKRadiant , complete map , but models are Black [sad]


PLZ Help ! TNX
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elemenz
General Member
Since: Dec 6, 2004
Posts: 260
Last: Oct 10, 2007
[view latest posts]
Level 5
Category: SoFII Mapping
Posted: Friday, Jun. 17, 2005 09:29 pm
I prefer the use of "African-American" instead of "black",
but whatever dude... lol [lol]

Hmm, how about you take a tour on the FAQ site ?

http://www.modsonline.com/index.php?mod=Faqs&op=list&id=1%2310

--->>>

Why do some models look black or having missing textures in the game?
One thing you may have noticed when using misc_models is that although they show up fine in the editor, many of them turn out black or unskinned in-game. GTK Radiant users will find that almost all the misc_models turn out this way. Below is a simple fix:

GTK RADIANT USERS

1) Even though GTK comes with shaders already installed in your base path; most of the shaders are incomplete. You have to re-extract all the shaders from therest.pk3 into your /base directory, overwriting the shaders that were there originally. If you're using winzip, make sure you have 'use folder names' checked.

2) When compiling, you need to add the -rename perameter to your BSP process. Do this by opening your project settings and editing every type of compile listed.

i.e - where it says sof2map.exe -bsp
change it to sof2map.exe -bsp -rename

MODELS THAT STILL TURN OUT BLACK (All users)

There are still a few models that show up as black or unskinned in-game, in both GTK and the SDK editors. To fix these you will have to make your own custom shaders as follows:

Original shader in finca_models.shader

models/objects/finca/furniture/poolside_chair
{
q3map_material Plastic
q3map_nolightmap
q3map_onlyvertexlighting
{
map models/objects/finca/furniture/poolside_chair
rgbGen lightingDiffuse
}
}

Make your own shader file with a unique name. (mymap.shader) Copy the above shader into it and make the following changes. Never edit existing Raven shader files.
(changes are indicated in bold text)

models/objects/finca/furniture/poolside_chair_bsp
{
q3map_material Plastic
q3map_nolightmap
q3map_onlyvertexlighting
{
map models/objects/finca/furniture/poolside_chair
rgbGen vertex
}
}

Make sure you always compile with the -rename perameter in the BSP process.
by foyleman
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Comm.
General Member
Since: May 29, 2004
Posts: 26
Last: Aug 10, 2005
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Saturday, Jun. 18, 2005 06:09 pm
put models in the map usic model_static

rightmousebutton on grid, model, model static, find the appropiate model u want!

That should work

when u load the model make sure to remove the c:program files poo-poo out of that line, except from base to the end of md3.

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markFreak
General Member
Since: Apr 15, 2005
Posts: 15
Last: Jun 18, 2009
[view latest posts]
Level 1
Category: SoFII Mapping
Posted: Wednesday, Jun. 22, 2005 03:27 pm
Be careful when using model_static: If there are too many models of that kind traffic increases and causes the map to lag while playing. Better use misc_model and do as the second post says. Cheers!
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