My shader DLL wasn't loaded by vbsp.exe so my shader used fallback:
Wireframe_DX6. I manually enabled lighting (bumped and standard) on
brushes with it and it works.
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Kammersgaardtobias.kammersga...@gmail.com
wrote:
From: Tobias Kammersgaardtobias.kammersga...@gmail.com
Subject: [hlcoders] Problems with shader samples in the SDK?
To: Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
Received: Wednesday, 27 October, 2010, 7:01 AM
Hey
Studios http://www.nigredostudios.com
--- On Wed, 27/10/10, Tobias Kammersgaardtobias.kammersga...@gmail.com
wrote:
From: Tobias Kammersgaardtobias.kammersga...@gmail.com
Subject: [hlcoders] Problems with shader samples in the SDK?
To: Discussion of Half-Life Programming
hlcoders
I have my replacement for LightmappedGeneric (with parallax mapping)
and it works fine BUT mapper told me that after recompiling map with
references (in .vmf) to new shader brushes using it use mat_fullbright
(totally white lightmap or some other problem). From what I remember
vrad compiles
From bspflags.h:
#define SURF_NOLIGHT0x0400 // Don't calculate light
#define SURF_BUMPLIGHT 0x0800 // calculate three lightmaps for the
surface for bumpmapping
vbsp/textures.cpp - FindMiptex checks if material should have
lightmaps and saves that as flag. vrad won't generate lightmaps for
if I remember correctly, this is something that's been around for ages,
since you cannot modify the underlying code.
what you need to do is make your materials use normal lightmappedgeneric
before you run vrad.
then you can switch htem back to your custom shader after it finishes.
I used to have
Kammersgaardtobias.kammersga...@gmail.com
Subject: [hlcoders] Problems with shader samples in the SDK?
To: Discussion of Half-Life Programminghlcoders@list.valvesoftware.com
Received: Wednesday, 27 October, 2010, 7:01 AM
Hey list!
I just compiled the samples shaders provided in the Source SDK (2007
Hey list!
I just compiled the samples shaders provided in the Source SDK (2007).
However the textures I tried it on is way bright.
http://dl.dropbox.com/u/3659338/MissingInformation/sdk_shader_samples0007.jpg
Anyone got any ideas?
Thanks
- ScarT
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Are lightmaps actually being built for the material/shader in VRAD?
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That shouldn't be needed, but yeah I've recompiled the map with the new
shader for the materials used. The floor and ceiling uses the standard
lightmappedgeneric shader, and the walls use the one Valve provides in the
SDK (unmodified).
- ScarT
On 26 October 2010 22:11, Jonas 'Sortie' Termansen
Buildcubemaps - always fixed strange bugs like this.
Owner Nigredo Studios http://www.nigredostudios.com
--- On Wed, 27/10/10, Tobias Kammersgaard tobias.kammersga...@gmail.com wrote:
From: Tobias Kammersgaard tobias.kammersga...@gmail.com
Subject: [hlcoders] Problems with shader
fixed strange bugs like this.
Owner Nigredo Studios http://www.nigredostudios.com
--- On Wed, 27/10/10, Tobias Kammersgaard tobias.kammersga...@gmail.com
wrote:
From: Tobias Kammersgaard tobias.kammersga...@gmail.com
Subject: [hlcoders] Problems with shader samples in the SDK
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