hi. great forum and i’ve learned quite a bit from you guys. i just recently started mapping for ET(couple months ago), my only other mapping exp was with Q2. after a while i needed to learn how to blend textures - road to gravel, grass to dirt, basic beginner stuff right? i found a couple tutorials on the subject and followed them precisely, only to discover it wouldn’t work cuz i was using the default q3map2 that came with gtkradiant 1.4.
i started hunting for more recent q3map2s(.15 or .16) for linux. all searches lead to shaderlab.com. i thought i had gone mental cuz i couldn’t find it there anywhere. a couple weeks ago i discovered what happened with that website and so i started looking elsewhere. i couldn’t find it so i downloaded gtkradiant and grabbed the q3map2 out it(.16).
to my surprise the texture blending worked immediately so i started tweaking the shader to get the effect i was looking for. after a couple tweaks everything broke. no matter what i changed, the blend was always the same - backwards and on the wrong face. i decided to take a break for a while and get back to work on the geometry of my map.
cut to a couple days ago. starting fresh with a new test box map and clean script directory i gave the blending another try. following the same tutorial that i had working once before, i created a new alpha_0 shader and texture and a new grass to dirt shader and texture.
the problem is the alpha_0 shader isn’t working at all. the grass to dirt shader works just fine(though it isn’t blending but that’s because alpha_0 isn’t working). both of the shaders have been added to shaderlist. in game, the brush that has the alpha_0 shader applied shows up as a solid brush with the old black with orange grid pattern texture. this is the code i’ve been using for it(from the groundplan texture blending tut):
{
qer_trans 0.75
q3map_alphamod volume
q3map_alphamod scale 0
surfaceparm nonsolid
surfaceparm nodraw
surfaceparm trans
}
i’ve also tried the blend tut from dime1622 at priceofpeace forums. the only difference on his alpha_0 is the qer_trans is at .5 which i’m sure only has to do with the editor anyway. i’ve seen q3map_alphamod as q3map_alphaMod and thought that was the problem but then i read that q3map commands are not case sensitive.
as a test i replaced just the code between the brackets with some simple code i wrote for a transparent fence i made. it worked like it was supposed to so it’s finding and using the shader just fine.
i have no idea where to go from here other than throwing in the towel and not making maps with blending which would suck. any help would be appreciated.