[Gtkradiant] [Bug 283] missing textures on MD3 models...
gtkradiant@zerowing.idsoftware.com
gtkradiant@zerowing.idsoftware.com
Fri, 04 Jan 2002 04:50:22 -0600
http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=283
wjoseph@europe.ea.com changed:
What |Removed |Added
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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
work.
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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