oDDity@Posted: Tue Mar 22, 2005 5:34 pm :
I just worked out it was the fprime shader on my lightwave objects that was preventing doom from loading them.
So if you're rendering them with fprime in layout, just remember to delete the shader before you save it for doom.
Damn that was giving me a headache for hours until discovered that :/
Rayne@Posted: Tue Mar 22, 2005 7:43 pm :
can you explain this thing better? Sounds strange! How will Fprime mess your model if its purpose is to "render the scene"?
rich_is_bored@Posted: Tue Mar 22, 2005 9:27 pm :
Hmmm. Interesting find.
The way FPrime works is it adds a shader to your objects...
I suppose this would apply to any shaders. Apparently Doom 3 doesn't like shaders.
oDDity@Posted: Tue Mar 22, 2005 10:06 pm :
I haven't tried all shaders, but I know that you can have the surface baker shader for example, with no problems. Maybe there are others as well, but fprime is definitely not wanted by doom. It obviously adds something unexpected to the lwo file which doom can't read.
bytehawk@Posted: Sat Apr 09, 2005 11:30 pm :
this is no longer the case in lw8.2 and fprime 1.5
oDDity@Posted: Sun Apr 10, 2005 12:48 pm :
Yes, becasue FPrime 1.5 running in LW8.2 no longer needs to add an fprime shader to the surface of objects.