Light bridges
Light bridges
ok i already have a model attached and labeled with the correct texture from a30 but it still wont work in game any suggestions mabye a shader problem
- FleetAdmiralBacon
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(on psp)
wut gfx crd do u hav?
wut gfx crd do u hav?

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well on the model it self does it have to be one face and labeled double sided or does it have to be all 4 faces and labled normal and if that dosent work i maybe makin the shader wrong i dunno when we get in game for testing the bridge is white and when u drive over it its dirt??-Laser- wrote:If you use the names of the original shaders used in a30 as your texture names in 3dsmax, there should be no problem getting them to show up right, I think.
I think he's saying he's posting from his psp.weehaawee wrote:wtf are u talkin about on psp and for my graphics card im using a nvidia geforce dual sliFleetAdmiralBacon wrote:(on psp)
wut gfx crd do u hav?
And for double sided surfaces, they only need be single sided on the model. eg. when completely selected, a square pane of glass would have 2 faces, not 4.
From the sound of it you are using the bitmaps perhaps, but not the original shaders. If I were at my computer, I would gladly get the names of them for you. Assuming I'm correctly remembering the directory structure, the shaders you need the names of would be found somewhere in here:
levels\a30\devices?\idunno?\idunno?\torpedo bridge\shaders\
- FleetAdmiralBacon
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I was on my PSP, hard as hell to type on that thing.
What I was saying is that some GFX cards, particular bad ones, don't support the shader type used on a light bridge. I had to make my own just to make sure it could be seen from any one and it looks like crap because it doesn't have all the extras you find on the real ones.
Also, your best bet for a light bridge is to do this:
Draw a line or make a box in your map where you want the lightbridge to be and the length you want it. Call it something you can easily pick out of a list. Then reset 3ds max (or gmax, whatever you are using). Now, merge just that box from your map and position it at 0,0,0. Create a new poly shaped like this:
/""""""\
""""""""
and extrude it the length of the box.
Put the texture on it from the top and make sure it tiles correctly.
Then, make a scenery out of it. The collision will be the same because extruded polies like these are sealed.
What I was saying is that some GFX cards, particular bad ones, don't support the shader type used on a light bridge. I had to make my own just to make sure it could be seen from any one and it looks like crap because it doesn't have all the extras you find on the real ones.
Also, your best bet for a light bridge is to do this:
Draw a line or make a box in your map where you want the lightbridge to be and the length you want it. Call it something you can easily pick out of a list. Then reset 3ds max (or gmax, whatever you are using). Now, merge just that box from your map and position it at 0,0,0. Create a new poly shaped like this:
/""""""\
""""""""
and extrude it the length of the box.
Put the texture on it from the top and make sure it tiles correctly.
Then, make a scenery out of it. The collision will be the same because extruded polies like these are sealed.

Everything you'll ever need to know about me.
Need help with Linux, C#, C, Python, Java, PHP, Javascript, CSS, or VB? I'm available from 3:00PM-8:00PM EST on weekdays.
For the price I paid for it($0), I very much like my graphics card. It supports every effect used by Halo. Of course, it starts lagging up when I set the resolution above 640x480 while online.
I have another graphics card which will go even up to 1280x1024 without lagging, but I choose not to use it because it won't support specular, shadows, or just about any type of reflection. MCs visor looks solid black.
I have another graphics card which will go even up to 1280x1024 without lagging, but I choose not to use it because it won't support specular, shadows, or just about any type of reflection. MCs visor looks solid black.