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Ghast
08-19-2004, 01:03 PM
Noob question, but as I approach releasing my first mod - how does one prevent this from happening?

OR is it unavoidable?

Does anyone know for sure why so many mods are generating the error that requires this workaround?

Uisor
08-19-2004, 04:17 PM
Delete "Shader" lines in character text files and you wont get shader error. You only need to do that if you have edited the model.

Rammathorn
08-19-2004, 04:26 PM
I'm sorry, but I am not familiar with this error. And just to avoid it in the future, could you explain it in detail what it is?

I'd really appreciate it.

Uisor
08-19-2004, 04:36 PM
Ok, I'll use "maxpayne.txt" file as example. When you open it, go bottom and you will see "Lod" part, below it are defined shaders and kf2/skd files the skin uses:


[LOD]
{
[Shader]
Material = "Face";
Shader = "Skin";

[Shader]
Material = "Hand";
Shader = "Skin";

[Shader]
Material = "Eyelash";
Shader = "";

[Shader]
Material = "Eyes";
Shader = "Eyes";

[Shader]
Material = "Pants";
Shader = "SuitTrousers";

[Shader]
Material = "Jacket";
Shader = "MaxJacket";

[Geometry] ExportData = "MaxPayne_L0.kf2"; SkinData = "MaxPayne_L0.skd";
Distance = 10000;

EnableBoundingSphere = TRUE;
BoundingSphereRadius = 1.90;
EnableBoundingBox = FALSE;
}




Now in order to prevent that Pixel Shader skin error to come, you need to delete all those [Shader] lines, so after you are ready only this is left:


[LOD]
{

[Geometry] ExportData = "MaxPayne_L0.kf2"; SkinData = "MaxPayne_L0.skd";
Distance = 10000;

EnableBoundingSphere = TRUE;
BoundingSphereRadius = 1.90;
EnableBoundingBox = FALSE;
}

TerminX
08-19-2004, 11:02 PM
Or, alternatively, you could name your materials properly so that you don't get errors and users can still see shaders. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

Ghast
08-20-2004, 01:03 AM
so if you are using a hexeditor and creating new skin files instead of overwriting default ones you should be okay?

Jokke_r
08-20-2004, 06:13 AM
i think it might be the opposite... changing editing a texture won't cause pixelshader error afaik...

Samji
08-20-2004, 06:56 AM
Surely if you use shaders with the same names etc... as the one's Remedy's ones it shouldn't be a problem.

Ghast
08-20-2004, 12:04 PM
[Shader]
Material = "Hand";
Shader = "Skin";

[Shader]
Material = "Eyelash";
Shader = "";

[Shader]
Material = "Eyes";
Shader = "Eyes";




I bow to the combined wisdom of Uisor, TerminX and Jokke_r - but am confused as usual *LOL*

Is there a compromise method? Eyelash doesn't seem to have a tag to replace and isn't it the most common error?

Or as Jokke_r suggests - Overwrite the default textures?