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textures, shaders, and skybox problem

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 giganerd
01-01-2004, 5:59 PM
#1
Ok, I'm making a map that is using custom textures so I have a textures/mytex folder in my pk3 with my custom textures. I also have a custom shader I'm using for the sky, but instead of custom sky textures I want to use the yavin sky textures. Here's the problem: my sky shows up as the texture missing grid because I believe it is looking for the yavin sky textures in my texture directory in my pk3 instead of the assets pk3s that came with the game. I do not wish to include the yavin sky textures in my pk3 because that is redundant and increases filesize. Is there anyway to work around this?
 WadeV1589
01-01-2004, 6:19 PM
#2
It always looks in the assets#.pk3 files...always.

Have you made a custom shader that references the yavin skybox files or are you using the shader that came with the game?
 giganerd
01-01-2004, 6:25 PM
#3
this is what my custom shader looks like:

textures/tristan/yavin_sun
{
qer_editorimage textures/skies/sky
surfaceparm sky
surfaceparm noimpact
surfaceparm nomarks
q3map_sunExt 0.903380 0.983185 1 100 135 25 0 12
q3map_lightmapfilterradius 0 128
q3map_skylight 200 3
notc
q3map_nolightmap
skyParms textures/skies/yavin 512 -
}
 WadeV1589
01-01-2004, 6:36 PM
#4
Ok now is that in a new .shader file and if it is, have you added the name of that file to shaderlist.txt ? Shaders will NOT be parsed if they aren't in a file referenced in shaderlist.txt by the compiler. The game doesn't need shaderlist.txt but the compiler does and any shaders that have compile-time arguments (sky shaders do) must be in it.
 giganerd
01-01-2004, 6:56 PM
#5
Yep, it's named tristan.shader and I've added it to the shaderlist.txt.
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