[Gtkradiant] [Bug 283] missing textures on MD3 models...

gtkradiant@zerowing.idsoftware.com gtkradiant@zerowing.idsoftware.com
Fri, 04 Jan 2002 04:50:22 -0600


wjoseph@europe.ea.com changed:

           What    |Removed                     |Added
           Platform|                            |All

------- Additional Comments From wjoseph@europe.ea.com  2002-01-04 04:50 -------
Radiant's shader loading code doesn't parse shaders very much. The only things 
it gets from a shader are qer_trans and qer_editorimage. The 1.2 md3-module 
code uses the shader module to get textures for models, so qer_editorimage will 

Versions of radiant pre-md3-module don't even use the shader loading code for 
model textures.. there was a separate texture-loading function for model 
textures, so they will always try to load the texture with the same name as the 
shader, in this case that would be "models/powerups/armor/energy_yel1" which 
isn't in pak*.pk3.

models/powerups/armor/energy_yel1.tga does exist, but it was only used 
internally during quake3 development.. it wasn't needed in the retail build of 
the game. Mapmedia.pk3 is a compilation of a lot of textures that weren't in 
pak*.pk3 but are needed to display models properly in versions of radiant which 
don't support shaders on models.

Ideally, we would have a shader module that parses the shaders and renders them 
the same way quake3 does...

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