Steps To Fix Star Wars Jedi Academy Error: Shader Files Not Found

Steps To Fix Star Wars Jedi Academy Error: Shader Files Not Found

This guide will help you if you are experiencing the error star Wars Jedi Academy could not find shader files.

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    star wars jedi academy error no shader files found

    When I play JK2 SP, instead of loading up the mission to capture Reelo (I go into the after building of the garbage truck), I just load up the next thing. The movie screen appears, then it spits me out onto a pendant on the desktop. I’m using the little console that appears, which is like I say below. I started. I would say the game is 3 steps ahead of your current one. solve a new level. Final claim error “Invalid component ID 145 SOS” in any

    JK2: ideas? v1.03 .win-x86 .may . .3 .2002
    Initializing .zone .memory ……FS_Startup
    —– —–
    Currentpath:
    c:programslucasarts Star JK II Jedi OutcastGameDatabaseassets2.Files)
    C:Program pk3 Wars (289 fileslucasartsstar JK II Jedi OutcastGameDatabaseassets1.pk3 Program files)
    (8011 c : FilesLucasArtsStar Wars JK II Jedi OutcastGameDatabaseassets0.(6674 pk3 files)
    C:Program FilesLucasArtsStar Wars JK II Jedi OutcastGameData/base
    star wars jedi academy error no shader files found

    – During ———————
    14,974 pk3 files
    run default.cfg
    run jk2config.cfg
    not crash to run autoexec.cfg
    …CPU detected, AMD detected with 3DNow!

    ——- Enter ——-< br> Skip initialization check for DirectInput < br>But the joystick is not active.———–
    ————————- > – —- Client Initialization Inicialization —–
    —– rendering engine — —-
    —————– — —— —–
    —– Client initialization completed —–
    — General initialization completed —
    Direct operation: C:Program FilesLucasArtsStar Wars JK II Jedi R_Init outcastgamedata
    —– – – —
    OpenGL subsystem initialization
    …QGL
    initialization. ..LoadLibrary( ‘C:WINNTSystem32opengl32.dll’ ): success
    …mode 800 setting 4:1000 FS
    …with mapping desktop depth 16
    from . ..Call from CDS: ok
    …window class registered
    …window [email protected] (800×600)
    Initializing OpenGL driver< br>…received from DC: success
    . .GLW_ChoosePFD( 16, 12, 0 )
    …41 PFDs detected
    …Hardware slowdown detected
    …PIXELFORMAT 3 selected
    …GL creation: context succeeded< br >… update: Label successful
    OpenGL extension initialization
    …GL_S3_s3tc available
    …GL_EXT_texture_compression_s3tc available
    …missing number of threads > preference specified …with GL_EXT_texture_env_add
    …available GL_EXT_texture_filter_anisotrop
    …with GL_EXT_texture_filter_anisotrop
    …with GL_EXT_texture_edge_clamp
    …with WGL_EXT_swap_control< br>…with GL_ARB_m ultitexture
    … with GL_EXT_compiled_vertex_array
    … .with .G l_ext_point_parameters .nvidia .

    .

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    .GL_VENDOR: .Corporation .of .GL_RENDERER: .GeForce2 .GTS/AGP/3DNOW .
    .1 .GL_VERSION: ..3.1
    GL_EXTENSIONS: GL_ARB_imaging GL_ARB_multitexture GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_transpose_matrix GL_S3_s3tc GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_point_parameters gl_ext_packed_pixels GL_EXT_paletted_texture GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shared_texture_palette GL_EXT_stencil_wrap GL_EXT_texture_compression_s3tc GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_cube_map GL_EXT_texture_filter_anisotrop IC GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_objec m GL_EXT_vertex_array GL_EXT_vertex_weighting GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_evaluators GL_NV_fence GL_NV_fog_distance GL_NV_li ght_max_exponent GL_NV_packed_depth_stencil GL_NV_register_combiners GL_NV_texgen_emboss GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod GL_WIN_swap_hint WGL_EXT_swap_control
    GL_MAX_TEXTURE_SIZE 2048 GL_MAX_ACTIVE_TEXTURES_ARB Cemetery: 2

    Pixel Format: Color (16-bit) Z (16-bit) Stencil (0 -bit)
    MODE: 4800x full frame six hundred Hz: 60
    GAMMA: 0-bit hardware is too bright
    CPU: AMD m/3DNow !
    Rendering primitives: unique glDrawElements
    texturemode: GL_LINEAR_MIPMAP_LINEAR
    picmip: 1
    texture bits: 0
    texture tex lightmap: 0
    multitexture: enabled
    compiled mapsVertex arrays: enabled
    textv add: enabled
    compressed textures: enabled
    compressed lightmaps: disabled
    texture compression scheme: GL_EXT_texture_compression_s3tc
    anisotropic filtering: enabled
    shader initialization
    —– R_Init done — – –

    ——- Sound initialization —- —< br> DirectSound initialization
    Clobber.Ok blocked
    —– Sound information about — —
    Sound structure muted
    9 stereo
    32,768 samples
    20-bit sample< br> 1 chunk_submission
    22050 speed
    DMA buffer 0x74e0050
    No background files.
    ——— ———————— — ———
    – ———- —— ———< /p>

    — Initialize background —
    Sound memory manager started
    Recipe load time = ui 2779 milliseconds
    Loading video game “quik”…
    — —- V1 server initialization ——
    jk2:.03 win-x86 3 May 2002
    Server: ns_streets
    RE_Shutdown(two)
    Initialize shaders
    Warning: initial values cvar “cg_ThirdPerson” values ​​counted: “1” and d ” 0″
    ——- games: ——-
    Game initialization base
    Game date: May 2 2002
    Ext_data/NPCs analysis .cfg
    > —— ICARUS ——
    Configure 1 icarus:.33 initialization
    ——– ——– —— — – ——–
    Could not find hardware image shader groups]
    3 [without with 6 objects
    — — ———– — —
    —————————— — ———————– – – — —-
    Done.
    — — R_Init —–
    Shader initialization
    —– completed r_init —–
    Selection UI load time = 113 milliseconds
    Failed to access shader [nomaterial ]
    Parse image of choice file: ui/hud.menu
    User interface menu loading time = milli 18 3 seconds
    as_parsefile: loaded in out of 194 ambient sets
    …loaded 11587 faces, 461 art , 1050 trisurfs, glare
    failed to find shader gfx/2d/crosshairj
    CL_InitCGame: 36.65 seconds
    5ms for all drawings 74178636 frames
    Com_TouchMemory : byte, 6ms
    == == ShutdownGame ====
    … Clear ICARUS_Shutd
    … Clear link tags
    … Clear browsing data
    … After running Ghoul2 shutdown
    —- — Model server initialization——
    JK2 V1 :.03 3 win-x86 May 2002
    Server: ns_hideout
    RE_Shutdown( 8 )
    Initializing cva r-shaders
    Warning: “cg_ displays thirdperson” with initial values: “1” and “0”
    ——- Game initialization ——-
    Game name: O database
    Date of play: May 3, 2002
    Analysis of ext_data/NPC data. ICARUS cfg
    —— ——
    ICARUS Option: Initialize 1.———– 33
    ——— —
    Could not find image to output shader [nomaterial]
    9 commands 24with entities
    ———– – ——— —– ———
    ——- – ——— —
    – —- R_Init shaders
    —– —–
    R_Init initialized —–
    Time load list of interfaces user=121 milliseconds
    Failed to save image for [nomaterial]
    Pasing platter file: ui/hud.menu
    UI menu load time=a few milliseconds
    AS_ParseFile: 15, loaded including 194 ambient kit(s)
    WARNING: ‘textures/shader system/slick’ gives you a lightmap, but not a lightmap level!
    —– CL_Shutdown — —< br>RE_Shutdown( )< 1 br>End OpenGL subsystem
    …wglMakeCurrent( NULL, NULL ): Success
    …Clear GL context: Success
    .. .Free DC: Success…destroy f enter < br>…reset display
    …stop QGL< br>…unload DLL en
    —————— — –
    —– Shutdown opengl server —– ==
    == ShutdownGame ====
    … ICARUS_Shutdown
    … link tags removed
    . ..view data deleted
    …Ghoul2 models stopped
    – —- — ————–
    Incorrect percent ID 145 in SOS

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