Alphamap projections


(Mr_Tickles) #1

Ok, I have posted this in the level design forum, but thought I should post here because it’s more to do with shader keywords. Also, the search button bore no fruit.

I have to build a large cavern. I was considering approaching this either by hand or gtkgensurf, however, by hand this would be ridiculous, by gensurf, not so ridiculous, but very awkward trying to get properly curved walls and joining all the sections together.

So… I decided that using easygen would be the easiest way of creating at least the brush structure. However, I thought it would be nice to use an alphamap from easygen as the resulting terrain would look much much better. I could do the texturing by hand and use alphamod volume brushes, but that too would be too big a task. So, I was wondering how do I alter the properties of the shader easygen outputs so that the alphamap can be projected from a horizontal axis rather than by default down the z axis? The only line I have found in the easygen shader is q3map_lightmapaxis z, and I don’t think that would affect the alphamap. So maybe the z axis is default for the projection and therefore the keyword has no need to be included within this shader.

In short:
How do I project an alphamap along a horizontal axis rather than the default z axis?


(ydnar) #2

You don’t.

Use alphaMod volume/dotProduct shader tricks to blend between textures on complex models/surfaces. Team Arena style terrain is more or less deprecated.

y


(Mr_Tickles) #3

Ahh ok, thanks, that’s a bit of a shame.