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Forum: All Forums : Call of Duty 4
Category: CoD4 General
General game questions, comments, and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Failed to load material
messi995
General Member
Since: May 8, 2011
Posts: 27
Last: Aug 22, 2012
[view latest posts]
Level 2
Category: CoD4 General
Posted: Monday, Jun. 20, 2011 11:15 pm
I am currently working on Zombie Mode and now stuck on one weird problem. This part is for zombie eyes which can see body heat signature. I use it from AC130 level. I know that script is noobish, thats because I started to learn it.

ERROR: I see checkerboard all over my screen, like if shader wasn't precached.

I use this code:

  • Shader precaching
    Code:
    precacheShader("ac130_overlay_grain");


  • Threading code
    Code:
    thread zombie_thermal();


  • Actuall script
    Code:
    zombie_thermal()
    {
    
    wait 20;
    iprintlnbold ("Press ^2F To Use Thermal Vision!");
    
    if ( self UseButtonPressed() ) 
                   {
    	level.HUDItem[ "grain" ] = newHudElem();
    	level.HUDItem[ "grain" ].x = 0;
    	level.HUDItem[ "grain" ].y = 0;
    	level.HUDItem[ "grain" ].alignX = "left";
    	level.HUDItem[ "grain" ].alignY = "top";
    	level.HUDItem[ "grain" ].horzAlign = "fullscreen";
    	level.HUDItem[ "grain" ].vertAlign = "fullscreen";
    	level.HUDItem[ "grain" ] setshader("ac130_overlay_grain", 640, 480);
    	level.HUDItem[ "grain" ].alpha = 0.4;
    	level.HUDItem[ "grain" ].sort = -3;
                    }
    }


    Thanks for reading! Help would be really appreciated!
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cskiller86
General Member
Since: Nov 23, 2009
Posts: 528
Last: Oct 25, 2011
[view latest posts]
Level 6
Category: CoD4 General
Posted: Tuesday, Jun. 21, 2011 06:22 am
I haven't worked with HUD before, so I don't know if this will help but there is a missing dot on the shader line

Shouldn't it be
Code:
level.HUDItem[ "grain" ].setshader("ac130_overlay_grain", 640, 480);
?
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messi995
General Member
Since: May 8, 2011
Posts: 27
Last: Aug 22, 2012
[view latest posts]
Level 2
Category: CoD4 General
Posted: Tuesday, Jun. 21, 2011 10:10 am
First, thank you really much for your response!
Second, no, it doesn't work that way, it gives me script compile error (syntax error) on that line if I do that.

Actually, setshader is a command thats why I reckon it shouldn't have any dots.

It would be as same as if you wrote:

level.player giveweapon (ak47_mp);
but wrong would be
level.player.giveweapon (ak47_mp);

Anyway, thanks for your reply very much! :)
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messi995
General Member
Since: May 8, 2011
Posts: 27
Last: Aug 22, 2012
[view latest posts]
Level 2
Category: CoD4 General
Posted: Tuesday, Jun. 21, 2011 01:05 pm
Quote:
"50 000 people used to be online here...now its a ghost forum."
- Cpt.MacMillan.
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messi995
General Member
Since: May 8, 2011
Posts: 27
Last: Aug 22, 2012
[view latest posts]
Level 2
Category: CoD4 General
Posted: Wednesday, Jun. 22, 2011 09:14 am
In two days...NOTHING?
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD4 General
Posted: Wednesday, Jun. 22, 2011 07:43 pm
Do you got the ac130_overlay_grain material in your zone file and re-compiled the fastfile?
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IzNoGoD
General Member
Since: Nov 29, 2008
Posts: 694
Last: Nov 10, 2012
[view latest posts]
Level 6
Category: CoD4 General
Posted: Wednesday, Jun. 22, 2011 08:13 pm
messi995 writes...
Quote:
First, thank you really much for your response!
Second, no, it doesn't work that way, it gives me script compile error (syntax error) on that line if I do that.

Actually, setshader is a command thats why I reckon it shouldn't have any dots.

It would be as same as if you wrote:

level.player giveweapon (ak47_mp);
but wrong would be
level.player.giveweapon (ak47_mp);

Anyway, thanks for your reply very much! :)


Both wrong. You need to define a string instead of a var
ak47_mp->"ak47_mp"
Share |
messi995
General Member
Since: May 8, 2011
Posts: 27
Last: Aug 22, 2012
[view latest posts]
Level 2
Category: CoD4 General
Posted: Wednesday, Jun. 22, 2011 11:47 pm
Sevenz writes...
Quote:
Do you got the ac130_overlay_grain material in your zone file and re-compiled the fastfile?


How do you do that? :)
Share |
messi995
General Member
Since: May 8, 2011
Posts: 27
Last: Aug 22, 2012
[view latest posts]
Level 2
Category: CoD4 General
Posted: Thursday, Jun. 23, 2011 10:49 am
Thank you very much! But there is another problem. It says that it cant find "missingasset.csv" in my main folder (when I want to make zone file for my test map), so I made it myself. But, now it wont update... :(

And this weird red thing comes to my screen. (BTW notice the grain I made :) )



This is my zone file:

Code:
ignore,code_post_gfx_mp
ignore,common_mp
ignore,localized_code_post_gfx_mp
ignore,localized_common_mp
col_map_mp,maps/mp/mp_cod4test.d3dbsp
rawfile,maps/mp/mp_cod4test.gsc
impactfx,mp_cod4test
sound,common,mp_cod4test,!all_mp
sound,generic,mp_cod4test,!all_mp
sound,voiceovers,mp_cod4test,!all_mp
sound,multiplayer,mp_cod4test,!all_mp
ignore,code_post_gfx
ignore,common
col_map_sp,maps/ac130.d3dbsp
rawfile,maps/ac130.gsc
rawfile,maps/ac130_code.gsc
rawfile,maps/_uaz_ac130.gsc
rawfile,maps/ac130_snd.gsc
rawfile,maps/ac130_anim.gsc
rawfile,maps/ac130_credits.gsc
rawfile,maps/ac130_credits_code.gsc
xanim,bm21_driver_idle
xanim,pickup_passenger_rr_climb_out
xanim,pickup_passenger_rr_idle
xanim,pickup_passenger_rl_climb_out
xanim,pickup_passenger_rl_idle
xanim,pickup_passenger_climb_out
xanim,technical_passenger_idle
xanim,pickup_driver_climb_out
xanim,technical_driver_idle
xanim,pickup_passenger_climb_in
xanim,pickup_driver_climb_in
xanim,humvee_passenger_out_r
xanim,humvee_passenger_out_l
xanim,humvee_passenger_in_r
xanim,humvee_passenger_in_l
xanim,humvee_passenger_idle_r
xanim,humvee_passenger_idle_l
xanim,humvee_driver_climb_out
xanim,humvee_driver_climb_in
xanim,humvee_driver_climb_idle
xanim,uaz_passenger_idle_drive
xanim,uaz_passenger_exit_into_run
xanim,uaz_passenger_enter_from_huntedrun
xanim,uaz_driver_idle_drive
xanim,uaz_driver_exit_into_run
xanim,uaz_driver_enter_from_huntedrun
xanim,bmp_idle_4
xanim,bmp_idle_3
xanim,bmp_idle_2
xanim,bmp_idle_1
xanim,bmp_exit_4
xanim,bmp_exit_3
xanim,bmp_exit_2
xanim,bmp_exit_1
xanim,fastrope_fall
xanim,bh_8_drop
xanim,bh_8_idle
xanim,bh_6_drop
xanim,bh_6_idle
xanim,bh_5_drop
xanim,bh_5_idle
xanim,bh_4_drop
xanim,bh_4_idle
xanim,bh_2_drop
xanim,bh_2_idle
xanim,bh_1_drop
xanim,bh_1_idle
xanim,bh_copilot_idle
xanim,bh_pilot_idle
xanim,ac130_carjack_4
xanim,ac130_carjack_3
xanim,ac130_carjack_2
xanim,ac130_carjack_1b
xanim,ac130_carjack_1a
xanim,ac130_carjack_driver_1b
xanim,ac130_carjack_driver_1a
xanim,seaknight_pilot_twitch
xanim,seaknight_pilot_switches
xanim,seaknight_copilot_twitch
xanim,seaknight_copilot_switches
xanim,seaknight_copilot_idle
xanim,seaknight_pilot_idle
xanim,ch46_unload_4_idle
xanim,ch46_unload_3_idle
xanim,ch46_unload_2_idle
xanim,ch46_unload_1_idle
xanim,ch46_load_4
xanim,ch46_unload_4
xanim,ch46_load_3
xanim,ch46_unload_3
xanim,ch46_load_2
xanim,ch46_unload_2
xanim,ch46_load_1
xanim,ch46_unload_1
xanim,luxurysedan_driver_idle
xanim,patrol_bored_patrolwalk
xanim,bh_rope_drop_ri
xanim,bh_rope_idle_ri
xanim,bh_rope_drop_le
xanim,bh_rope_idle_le
xanim,uaz_passenger_exit_into_run_door
xanim,uaz_passenger_enter_from_huntedrun_door
xanim,uaz_driver_exit_into_run_door
xanim,uaz_driver_enter_from_huntedrun_door
xanim,uaz_driving_idle_backward
xanim,uaz_driving_idle_forward
xanim,uaz_passenger2_enter_from_huntedrun_door
xanim,uaz_rear_driver_enter_from_huntedrun_door
xanim,uaz_passenger2_exit_into_run_door
xanim,uaz_rear_driver_exit_into_run_door
xanim,ch46_doors_close
xanim,ch46_doors_open
xanim,sniper_escape_ch46_rotors
xanim,ac130_carjack_door_others
xanim,ac130_carjack_door_1b
xanim,ac130_carjack_door_1a
xanim,bmp_movement_backwards
xanim,bmp_movement
xanim,bmp_doors_open
xanim,door_pickup_passenger_rr_climb_out
xanim,door_pickup_passenger_rl_climb_out
xanim,door_pickup_passenger_climb_out
xanim,door_pickup_driver_climb_out
xanim,door_pickup_passenger_climb_in
xanim,door_pickup_driver_climb_in
xanim,bh_rotors
xanim,bh_idle
xanim,technical_driving_idle_backward
xanim,technical_driving_idle_forward
rawfile,animtrees/ac130.atr
xanim,ac130_move_out
xanim,ac130_move_in
xanim,bh_player_drop
xanim,bh_player_idle
xmodel,vehicle_pickup_roobars
xmodel,vehicle_luxurysedan
xmodel,vehicle_uaz_hardtop_thermal
rawfile,vehicles/uaz_ac130
xmodel,vehicle_bmp_thermal
weapon,sp/bmp_turret
xmodel,vehicle_camera
weapon,sp/agm_114
xmodel,vehicle_ch46e_opened_door
xmodel,vehicle_blackhawk_low_thermal
xmodel,vehicle_humvee_thermal
xmodel,vehicle_pickup_technical_destroyed
xmodel,vehicle_luxurysedan_destroy
xmodel,vehicle_bmp_thermal_dsty
xmodel,vehicle_bmp_machine_gun
weapon,sp/bmp_turret2
xmodel,rope_test_ri
xmodel,rope_test
weapon,sp/mp5
xmodel,viewmodel_base_viewhands
xmodel,vehicle_80s_hatch1_thermal_destroyed
xmodel,vehicle_80s_wagon1_thermal_destroyed
xmodel,vehicle_luxurysedan_thermal_destroy
xmodel,vehicle_80s_sedan1_thermal_destroyed
xmodel,vehicle_80s_hatch2_thermal_destroyed
xmodel,vehicle_small_hatch_thermal_destroyed
weapon,sp/rpg_player
sound,common,ac130,!all_sp
sound,generic,ac130,!all_sp
sound,requests,ac130,!all_sp
sound,ru_battlechatter,ac130,all_sp
sound,uk_battlechatter,ac130,all_sp
sound,voiceovers,ac130,!all_sp
xmodel,c130_zoomrig
material,ac130_overlay_25mm
material,ac130_overlay_40mm
material,ac130_overlay_105mm
material,ac130_overlay_grain
material,ac130_overlay_nofire
material,ac130_hud_target
material,ac130_hud_target_flash
material,ac130_hud_target_offscreen
material,ac130_friendly_fire_icon
weapon,sp/ac130_25mm
weapon,sp/ac130_40mm
weapon,sp/ac130_105mm
rawfile,shock/ac130.shock
fx,explosions/large_vehicle_explosion_ir
fx,misc/aircraft_light_cockpit_red
fx,misc/aircraft_light_red_blink
fx,misc/aircraft_light_wingtip_green
fx,misc/aircraft_light_wingtip_red
fx,misc/car_headlight_truck_l
fx,misc/car_headlight_truck_r
fx,misc/car_parkinglight_truck_lf
fx,misc/car_parkinglight_truck_rf
fx,misc/car_taillight_truck_r
fx,misc/car_taillight_truck_l
fx,misc/car_brakelight_truck_r
fx,misc/car_brakelight_truck_l
fx,fire/fire_smoke_trail_l
fx,explosions/aerial_explosion
fx,misc/aircraft_light_white_blink
fx,shellejects/clip_saw
fx,shellejects/clip_m16
fx,shellejects/clip_ak47
fx,shellejects/clip_g3
fx,props/car_glass_large
fx,props/car_glass_headlight
fx,misc/ac130_cloud
fx,misc/ir_beacon
localize,ac130
localize,credit
xanim,void_loop
ui_map,maps/ac130.csv
fx,explosions/large_vehicle_explosion
fx,misc/aircraft_light_cockpit_blue
impactfx,ac130
material,logo_infinityward
material,logo_activision
rawfile,maps/_credits.gsc






Share |
Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD4 General
Posted: Friday, Jun. 24, 2011 01:09 am
Glad, you managed to get the grain working

your problems are covered in the beginner tutorials:

http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Compile_Tools%23Update_Zone_File

http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Update_Zone_File

Add the basic assets like mptypes to your zone file and run map in devmode. Make sure your missingassets.csv is not write-protected or used by another program

cskiller86 writes...
Quote:
This has been talked over and over... it's because of the player model. You didn't include the right mptype.
See Here or Here orHere or... well, you get the point: use the search function !
Share |
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