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EasyGen metashader and vertex mode

Postby Pardner » Sat Jun 05, 2010 4:19 pm

This thread is in response to my discovery on !NuB!Donut's map, San Juanico. I noticed that when I turned on vertex mode lighting, all the texture blending turned to "hall of mirrors" (HOM). I have run into the same problem with my own map. Here is a quick video on how to reproduce it.



When I load the map I do get the following warning:
WARNING: R_RemapShader: new shader textures/sg_lago/terrain.vertex not found
But, in the metashader shader file I do have the following script
Code: Select all
textures/sg_lago/terrain.vertex
{
   surfaceparm nolightmap
   q3map_novertexshadows
   q3map_forcesunlight
   {
      map textures/sg_sand/sand_sand001.jpg
      rgbGen vertex
      tcmod scale 0.250 0.250
   }
}


Things I have tried:
  • Adding -novertex to the light stage of compile.
  • Removing q3map_novertexshadows from the above terrain.vertex script.
  • Checked to see if EG had a "no vertex" option, which it did not.



First, does this happen for other people and with other video cards? (make sure you test on San Juanico and turn vertex mode on)

Second, does anybody know the reason why this happens or a viable solution to this problem? (manual blending is not a solution, only another method) I would like to be able to point to this thread should this problem come up again.

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Postby Baspar » Sun Jun 06, 2010 11:29 am

Same for me:
Image

I've a little difference compared to you: the error command keep an variable, %metashader_name%, perhaps it's a cause ?

For information: 9800GT & AMD athlon X2 5400+ & Archlinux
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Postby !NuB!Donut » Sun Jun 06, 2010 9:43 pm

After Pardner wrote this first on my map topic i found a way that is don't happen but ist not the perfect way to solve this problem.

All you must do is giving the ground a texture in the radiant

(Its sounds noobish and so it is :roll: ) I'm sure that there's a better way but this is the only way I know.

b.t.w. I get the same hall of mirrors whit my Pc
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Postby Pardner » Sun Jun 06, 2010 11:03 pm

!NuB!Donut wrote:All you must do is giving the ground a texture in the radiant

Yes, this is what I ment about manual texture blending. I can simply replace the common/terrain texture with a blending shader and place my alpha channel pegs all over the map (see this tutorial).

My searches have not turned up anything :(
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