Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 109 Guests
Online:

LATEST FORUM THREADS

»
CoD: Battle Royale
CoD+UO Map + Mod Releases
Damaged .pk3's
CoD Mapping
heli to attack ai
CoD4 SP Mapping

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Star Trek Voyager: Elite Force
Category: Star Trek Voyager: Elite Force MOD Support
Mapping, modeling, scripting, etc. questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked subscribe
Author Topic: shaders on models
MMFSdjw~rb
General Member
Since: Dec 23, 2006
Posts: 3336
Last: Dec 23, 2006
[view latest posts]
Level 9
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Feb. 13, 2006 05:07 pm
so I'm makeing this map posted in the screenshots thread and I'm useing alot of ase models.
one problem, any texture I have on them that has a shader( as far as I can tell any shader) has no lightmap ingame.
There's some stuff with the shaders that I'd like to do but I can live without, but it's getting complicated when I want to use the same texture on a model and the brushes.
besides the lack of consitency between them, it's just alot of trouble trying to keep the namings straight and what not.

So it'd just be easier if I could get shaders on the models and have them lighted properly.

This is for the Q3 mod True Combat, but I do intend to port this to EF, so if there's a difference in the way the engines handle this it be good to know.

Thanks
Share |
MMFSdjw~rb
General Member
Since: Dec 23, 2006
Posts: 3336
Last: Dec 23, 2006
[view latest posts]
Level 9
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, Feb. 14, 2006 02:41 am
hmm... that sounds right, I know about the "2" and that is working but with "6" it's only making it solid and it's still full bright.
and I tried it with just "4" and it, of course was nonsolid but still no lightmaps.
some of the models have more than one texture on them, only on eof the textures has a shader so only that part is fullbright but the other texture is still only vertex lit.

It there a list somewhere of all the spawnflag options?
Share |
MMFSdjw~rb
General Member
Since: Dec 23, 2006
Posts: 3336
Last: Dec 23, 2006
[view latest posts]
Level 9
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, Feb. 14, 2006 10:17 pm
yay, I didn't have the right version of q3map2, thanks so much.
Share |
Restricted Access Topic is Locked subscribe
MODSonline.com Forums : Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»