View Full Version : Turn off "Pixel Shader Skins" in startup options
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?
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