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News: Future of OA |
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1
on: Today at 12:52:15 pm
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| Started by GrosBedo - Last post by RMF | ||
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I'll try to stay tuned, but if you need people, you can send me a PM and I'll get the whole L!ve clan to play there some time
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2
on: Today at 10:46:50 am
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| Started by Hitchhiker - Last post by Hitchhiker | ||
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thanks for trying Gig, actually that is the effect I made
![]() for some reason I could not get the entire box but only vertical stripes so the space to do more was limited. all the other versions are more or less the same thing so no need to try them. I'll see if I can get something else drawn there. |
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3
on: Today at 10:18:31 am
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| Started by Neon_Knight - Last post by Akom74 | ||
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I got an error SetQdriFromPath: no 'quake' in C:/OA/baseoa/maps/anymap.map It parses to expect a "Quake III Arena" or "Quake3" folder. It's very dirty.Any idea? Akom probably maps for OA using a Quake3 installation, which kind of goes against the whole this-isnt-q3 independence of the project. I believe I posted before on NOT recommending old q3radiant and q3map You are right, i have only deleted the Q3A PK3 and replaced them with the OA PK3. Quote ERROR "LoadTGA: Only type 2 (RGB), 3 (gray) and 10 (RGB) tga images supported". This means that the shader need a TGA file to work, if you dont convert the JPG to TGA you will never compile the map. It happened to me too ![]() |
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4
on: Today at 09:59:10 am
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| Started by Hitchhiker - Last post by Gig | ||
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Okay, this seems to avoid the error. Now I can see something actually different.
But the result isn't exactly "cool"... Take a look to the screenshot. I think this is the version that was in the folder "3" of your zip, but I'm not sure. Is it supposed to look like that? I must go now, I will try again the various versions of the sparks, and I will try the water shader (although some more usage infos would be welcome for that...) tomorrow. |
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5
on: Today at 09:46:58 am
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| Started by Neon_Knight - Last post by fromhell | ||
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I got an error SetQdriFromPath: no 'quake' in C:/OA/baseoa/maps/anymap.map It parses to expect a "Quake III Arena" or "Quake3" folder. It's very dirty.Any idea? Akom probably maps for OA using a Quake3 installation, which kind of goes against the whole this-isnt-q3 independence of the project. I believe I posted before on NOT recommending old q3radiant and q3map |
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6
on: Today at 09:18:31 am
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| Started by Hitchhiker - Last post by Hitchhiker | ||
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Hitch, we have a problem here. I tried to test the sparks shader. 1) I placed glsl_sparks.shader in my "scripts" folder. 2) I edited it, replacing references to "glshader" folder with "textures" folder (so, shader would appear as/be applied to "textures/gig/gig_stripes1", and would load my "textures/gig/gig_stripes1.tga"). 3) I removed (by changing its extension) my existing .shader file that holds the original version of the stripes shader. This way, I'm sure the GLSL version is loaded instead of my original one. 4) I placed sparks_fp.glsl and sparks_vp.glsl (the version in the main folder of your zip) into a "glsl/sparks" folder. 5) I started OA and loaded my map (sv_pure 0, devmap udestruction) 6) I set r_ext_vertex shader 1, then vid_restart 7) I see the sparks as usual. Something went wrong! I pull down the console. It says that:Quote Error: Vertex shader failed to compile with the following errors: ERROR: 0:6: error(#160) Cannot convert from 'attribute4-component vector of float' to 'default varying 3-component vector of float' ERROR: error(#273) 1 compilation errors. No code generated Couldn't compile vertex shader for program sparksWARNING: RE_GLSL_registerProgram failed for 'program sparks' in shader 'textures/gig/gig_stripes1' Did I do something wrong? PS: same happens also if I try with the other three versions of the "sparks" glsl program. Hi Gig, I think you did all right! Can you please try changing the line in spark_vp.glsl from: vertex=gl_Vertex; to: vertex=gl_Vertex.xyz; That should fix it. |
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7
on: Today at 09:07:44 am
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| Started by Hitchhiker - Last post by Hitchhiker | ||
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I'll check the error part and try to find why it fails.
As it fails to compile, OA disables the glsl so things show as usual. as for normal map just google images for 'normalmap water' and take one with size in power of 2 (128x128, 256x256, 512x512..). I've just made one so I can say it is GPL and here attached. ![]() |
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8
on: Today at 03:18:47 am
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| Started by Neon_Knight - Last post by Gig | ||
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Excuse me Akom... with my "fooled" Q3Radiant install I'm not able to compile any map.
I got an error SetQdriFromPath: no 'quake' in C:/OA/baseoa/maps/anymap.map Any idea? Another thing. I'm trying to add some "eye candy" to my map. I'm trying to make some tiles "shiny" (meaning "fake" light reflection, that however you can see "moving" while you move), so I started searching for existing "shining" OA shaders. I tried various maps, and it turns out that very, very few OA maps use "shiny" shaders, and this is bad (Q3 used more!). I've found out a couple in patch 088 (scripts/clown.shader), so I used one of them to make my own. If I try to add this: Quote textures/gig/tile_floor1 to my shader file, and then load the map, the only thing I can notice is (maybe) a little less "sature" color for the tiles. And the reflections? I don't know!{ qer_editorimage textures/gig/tile_floor1.jpg { map textures/gig/tile_floor1.jpg rgbGen identity } { map textures/base_wall/chrome_env.jpg tcGen environment rgbGen oneminusvertex tcmod scale .5 .5 } { map textures/gig/tile_floor1.jpg blendFunc add rgbGen identity } { map $lightmap blendFunc filter rgbGen identity } } And if I try to compile the map with its .shader file in my shaderlist.txt, it does not compile, it gives me an ERROR "LoadTGA: Only type 2 (RGB), 3 (gray) and 10 (RGB) tga images supported". What? In that shader, all files refereced are .jpg, not .tga.... what does that mean? UPDATE: It seemed to have no effect due to the fact I had r_vertexlight enabled (due to a previous test). Once disabled, the shader works. Anyway, this does not explain why does map compiling fail if that shader file is in shaderlist.txt! Help! |
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9
on: Today at 02:33:52 am
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| Started by pelya - Last post by pelya | ||
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Well okay, less work for me.
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10
on: Today at 01:41:04 am
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| Started by Hitchhiker - Last post by Gig | ||
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Hitch, we have a problem here.
I tried to test the sparks shader. 1) I placed glsl_sparks.shader in my "scripts" folder. 2) I edited it, replacing references to "glshader" folder with "textures" folder (so, shader would appear as/be applied to "textures/gig/gig_stripes1", and would load my "textures/gig/gig_stripes1.tga"). 3) I removed (by changing its extension) my existing .shader file that holds the original version of the stripes shader. This way, I'm sure the GLSL version is loaded instead of my original one. 4) I placed sparks_fp.glsl and sparks_vp.glsl (the version in the main folder of your zip) into a "glsl/sparks" folder. 5) I started OA and loaded my map (sv_pure 0, devmap udestruction) 6) I set r_ext_vertex shader 1, then vid_restart 7) I see the sparks as usual. Something went wrong! 8) I pull down the console. It says that: Quote Error: Vertex shader failed to compile with the following errors: ERROR: 0:6: error(#160) Cannot convert from 'attribute4-component vector of float' to 'default varying 3-component vector of float' ERROR: error(#273) 1 compilation errors. No code generated Couldn't compile vertex shader for program sparksWARNING: RE_GLSL_registerProgram failed for 'program sparks' in shader 'textures/gig/gig_stripes1' Did I do something wrong? PS: same happens also if I try with the other three versions of the "sparks" glsl program. |
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I pull down the console. It says that: