View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0003541 | DarkRadiant | Map Editing | public | 29.08.2013 02:20 | 02.01.2015 03:00 |
Reporter | motorsep | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | always |
Status | acknowledged | Resolution | open | ||
Platform | PC | OS | Windows | OS Version | 7 64bit |
Product Version | 1.7.2 | ||||
Summary | 0003541: Particles that use materials containing ARB shaders don't render in the Particle Editor | ||||
Description | Particles that use materials containing ARB shaders don't render in the Particle Editor. They show "Shader Not Found" on each particle. Are shaders supported in material stages? If not, maybe it's better to render "OpenGL shader used" instead of "Shader Not Found" on those particles? | ||||
Tags | No tags attached. | ||||
Attached Files | |||||
Do you happen to have an example of such a particle and material? | |
Hmm.. That was a while ago I think. I tested it with 2.0.2 pre1 and I don't have that issue. What I do have is depicted on this video: https://www.youtube.com/watch?v=8mTpCa4OwuA I don't know how it can be solved. Perhaps check for "blend" function and do blending based on that and image file in qer_editorimage or if "map" word is present in the same stage as "blend", then use that image ? |
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So you have a material that has an editor image, but the only other stage is purely based on a "blend blend" operation using a VFP with a fragmentMap as texture. I don't think DR can interpret that so far, as there's no "map" keyword. The VFP stuff is largely ignored at this point, so this probably has to wait for future implementation. |
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How about having a comment before image that should be used? Like so: // ## DR_image_map ## qer_editorimage blah/blah/meep.tga If none such (or whatever you come up with) comment is found, a regular "map" image would be used (if any) |
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Nope, sorry. Comments are completely ignored by the parser, like they are designed to be. I'd need to write a separate parser for that. What happens if you add a "map" keyword to your shader? Does your VFP break or do they interfere? |
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Hmm.. I thought since you have such method for maps (having camera position/angle saved in a .map file as a comment), you could have it for materials too. if I add map key it would be all messed up. Shader needs an image as one of the parameters in order to do all the magic on that image. I don't know if it was a poor design decision or if it was necessary as regular usage of image with map could not be passes into shader without engine modifications. Maybe instead of using "map" as the only image reference parser could also use .tga extension or qer_editorimage token ? |
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The camera position/angle are saved as spawnargs. The qer_editorImage token is already used, isn't it (the black quads in that video you linked above)? I'd have to investigate an actual example to see whether I can do anything about it at all. If you have time, can you provide a small example PK4? |
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Sure thing - attached .zip file with materials, particles and texture. | |
Date Modified | Username | Field | Change |
---|---|---|---|
29.08.2013 02:20 | motorsep | New Issue | |
29.12.2014 15:48 | greebo | Note Added: 0007280 | |
29.12.2014 15:48 | greebo | Status | new => feedback |
30.12.2014 00:54 | motorsep | Note Added: 0007281 | |
30.12.2014 00:54 | motorsep | Status | feedback => new |
31.12.2014 07:02 | greebo | Note Added: 0007283 | |
31.12.2014 07:02 | greebo | Status | new => acknowledged |
31.12.2014 14:14 | motorsep | Note Added: 0007284 | |
31.12.2014 17:14 | greebo | Note Added: 0007287 | |
31.12.2014 17:38 | motorsep | Note Added: 0007288 | |
01.01.2015 07:57 | greebo | Note Added: 0007289 | |
02.01.2015 03:00 | motorsep | File Added: motorsep_particles.zip | |
02.01.2015 03:00 | motorsep | Note Added: 0007293 |