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Go Back Home > Forums > Quake Mod Releases > Finished Works > Shader-Animated b_boxes Search Forums

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Unread 01-27-2011, 12:46 AM   #21 (permalink)
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Slap this into your textures folder.
However the b_id1rocketbar.tga shouldn't be loaded at all due to the shader. Are you using these in a different engine? If so that would be the reason - it should be coming up with the spinning animation - I have the texture absent in mine and it works perfectly. The shader overwrites the texture with b_id1rocketbar_00,b_id1rocketbar_01,b_id1rocketbar _02 ect ect
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Unread 01-27-2011, 01:49 AM   #22 (permalink)
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Thanks a lot Seven and ooppee! You guys are the best, with your work Quake is becoming awesome!
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Unread 01-27-2011, 02:57 AM   #23 (permalink)
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this is typically great stuff guys...
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Unread 01-27-2011, 10:06 AM   #24 (permalink)
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@ sb306

I tried to simulate your issue but could not.
- tried several DarkPlaces builds.
- double-checked the content from my 2 release packs

The thing which is really wired is, that you only have an issue with the ID1 rocket.
That makes absolutely no sense.
If one shader work, then all shader must work.


Please do/check the following:
1.) Open the shader file in "scripts" folder with notepad.
Search for "b_id1rocketbar" (without quotes and without .tga).
You must find it.
a little below the animation, should be:
animMap 10 textures/b_ID1rocketbar_00.tga textures/b_ID1rocketbar_01.tga ... and so on (until _15)
Then it should work.

2.) Use another program to unzip my release pack.
I used classic WinZip to pack it.
Seanstar told me several days ago, that he experienced problems, when using 7zip.
Maybe that could be the reason.

3.) Use this DP build

Its really wired, because all other shaders work.
They are all in the same file.
Until now nobody else had this issue.

Hope I could help a little.

Kind regards,
Seven
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Unread 01-27-2011, 08:07 PM   #25 (permalink)
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Originally Posted by Seven View Post
@ sb306

I tried to simulate your issue but could not.
- tried several DarkPlaces builds.
- double-checked the content from my 2 release packs

The thing which is really wired is, that you only have an issue with the ID1 rocket.
That makes absolutely no sense.
If one shader work, then all shader must work.


Please do/check the following:
1.) Open the shader file in "scripts" folder with notepad.
Search for "b_id1rocketbar" (without quotes and without .tga).
You must find it.
a little below the animation, should be:

Then it should work.

2.) Use another program to unzip my release pack.
I used classic WinZip to pack it.
Seanstar told me several days ago, that he experienced problems, when using 7zip.
Maybe that could be the reason.

3.) Use this DP build

Its really wired, because all other shaders work.
They are all in the same file.
Until now nobody else had this issue.

Hope I could help a little.

Kind regards,
Seven
Originally Posted by ooppee View Post
Slap this into your textures folder.
However the b_id1rocketbar.tga shouldn't be loaded at all due to the shader. Are you using these in a different engine? If so that would be the reason - it should be coming up with the spinning animation - I have the texture absent in mine and it works perfectly. The shader overwrites the texture with b_id1rocketbar_00,b_id1rocketbar_01,b_id1rocketbar _02 ect ect
Well I had checked the files lastnight. And they were all where they were supposed to be.

I tried putting that id1rocketbar.tga in textures, but thesame thing happened.

But!, I tried the DP build that was in Seven's post. Everything works now. It also fixed some trouble I was having with the reforged scripts and progs folder. The build from april 2010 would not load any of the reforged monsters either.

Thanks for the help guys. Everything looks great.
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Unread 01-28-2011, 05:22 AM   #26 (permalink)
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This is very interesting sb306.

You know, I always recommend this DarkPlaces build to everyone who experience issues.
Just like you had.

And suprisingly it solves the issues for around 75% of the people.

This proofs, that the latest "stable" build should be avoided and that mentioned beta should be used.
Newer betas are available, but bring new issues (example: DP pretty water).
Thank god LordHavoc is on a very good path with his autobuilds from 2011.
They combine the good performance, new features and stablility.

I bet that the upcoming beta in february will be perfect


I am really happy that I could help you.

Kind Regards,
Seven
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Unread 01-28-2011, 07:16 AM   #27 (permalink)
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now i'm always using the latest autobuild with no isssues...
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Unread 01-28-2011, 03:24 PM   #28 (permalink)
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Originally Posted by seanstar View Post
hello

i really like the boxes Seven...worth the wait for sure

nice plasma ammo ooppee.
Aw ... I was gonna embed your video in a news post. Alas, I can't find the video in FireFox's history.
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Unread 01-28-2011, 04:26 PM   #29 (permalink)
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Uploaded a video already for you Baker (not the same as seanstars - different ammoboxes)
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Unread 01-28-2011, 04:29 PM   #30 (permalink)
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Even though Seanstar's video was only a few seconds long he was moving around that gave a feel for the 3D feel of them in the map.

(And well, you kind of have the one box in the shadows and you can't see it very well, hehe )
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