[Gtkradiant] [Bug 530] New: wolf scripts/chateau.shader chateau/window_c03a_1250 bug

gtkradiant@zerowing.idsoftware.com gtkradiant@zerowing.idsoftware.com
Wed, 15 May 2002 04:43:18 -0500


http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=530

           Summary: wolf scripts/chateau.shader chateau/window_c03a_1250 bug
           Product: GtkRadiant
           Version: 1.2
        OS/Version: All
            Status: NEW
          Severity: normal
          Priority: P2
         Component: setup
        AssignedTo: ttimo@idsoftware.com
        ReportedBy: ttimo@idsoftware.com


Yep, sounds like a legit bug. Filing this in the tracker.

On Thu, 18 Apr 2002 16:58:30 -0500
Radiant Website User <66.107.101.68@qeradiant.com> wrote:

> This bug report was submitted from 66.107.101.68 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]
> 
> Error:
> 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:
> 
> textures/chateau/window_c03a_1250
> {
>     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: solus@something-strange.com
>



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