[Gtkradiant] [Bug 530] New: wolf scripts/chateau.shader chateau/window_c03a_1250 bug
Wed, 15 May 2002 04:43:18 -0500
Summary: wolf scripts/chateau.shader chateau/window_c03a_1250 bug
Yep, sounds like a legit bug. Filing this in the tracker.
On Thu, 18 Apr 2002 16:58:30 -0500
Radiant Website User <email@example.com> wrote:
> This bug report was submitted from 184.108.40.206 using the Bug Report
Submission Form on the QERadiant Website at 04:58:30 CDT Apr 18, 2002.
> BUG REPORT
> CPU/RAM/Operating System: 800MHz / 512MB / Win2000
> Hard Drive Space: > 3GB per drive
> Video Card/OpenGL Drivers: AOpen GeForce2 MX 200 64MB / OPENGL.DLL
v5.00.2195.2676 / wolfsp.exe reports GL_VERSION 1.3.0
> Version of GTKRadiant: 1.2.6-nightly [WOLF]
> when using certain (most or all) light shaders in the map, q3map successfully
generates a BSP, but while running through the map in WOLFSP.EXE, as soon as the
textured surface is rendered on screen, the game crashes.
> when looking in the debugger, it seems like wolf is reporting that there is no
shader associated with the problem surface.
> Cause of Error:
> create a small level with a info_player_start. place a brush behind the
player_start or in another room, out of sight.
> place the "textures/chateau/window_c03a_1250" texture on at least one of
surface of the brush, and compile and run the map.
> as soon as you turn to view the textured brush, the game crashes.
> i modified the shader for the texture (it's in walls.shader), and removed the
line "light 1" as i didn't recognize it.
> after rebuilding the map, it worked fine. i would assume that "light 1" is
messing something up, but it was used all throughout the walls.shader file and
possibly in others.
> the official tool, WolfRad, compiles and runs the map fine.
> here is the unmodified shader that shipped with the game:
> qer_editorimage textures/chateau/window_c03a.tga
> // surfaceparm nomarks
> q3map_lightimage textures/lightimage/soft_blue.tga // color for window
> q3map_surfacelight 1250
> q3map_lightsubdivide 128
> light 1
> map $lightmap
> rgbGen identity
> map textures/chateau/window_c03a.tga
> blendFunc GL_DST_COLOR GL_ZERO
> rgbGen identity
> map textures/chateau/window_c01.blend.tga
> blendfunc GL_ONE GL_ONE
> User Email: firstname.lastname@example.org
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Whoops! I have no idea!