I’ve got a strange fog ‘zigzag’ problem since updating my terrain shader to the ‘q3map2’ style. here are some screenshots and below are the shaders used (terrain shaders generated by easygen from the rgoer templates) and my worldspawn info. does anyone know how to fix this ugliness? this is a Jedi Academy map, and i get the same problem on multiple computers (it’s not a video driver issue this time).
screenshots:


the terrain shaders:
textures/gpx/terrain_base
{
nopicmips
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_tcGen ivector ( 1024 0 0 ) ( 0 1024 0 )
}
textures/gpx/terrain_0
{
q3map_baseshader textures/gpx/terrain_base
qer_editorimage textures/quicktrip/new_qt_wall2_entrance.jpg
{
map textures/quicktrip/new_qt_wall2_entrance.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/gpx/terrain_1
{
q3map_baseshader textures/gpx/terrain_base
qer_editorimage textures/quicktrip/qt_basestone.jpg
{
map textures/quicktrip/qt_basestone.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/gpx/terrain_2
{
q3map_baseshader textures/gpx/terrain_base
qer_editorimage textures/quicktrip/qt_uncut.jpg
{
map textures/quicktrip/qt_uncut.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/gpx/terrain_0to1
{
q3map_baseshader textures/gpx/terrain_base
qer_editorimage textures/quicktrip/new_qt_wall2_entrance.jpg
{
map textures/quicktrip/new_qt_wall2_entrance.jpg
}
{
map textures/quicktrip/qt_basestone.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/gpx/terrain_0to2
{
q3map_baseshader textures/gpx/terrain_base
qer_editorimage textures/quicktrip/new_qt_wall2_entrance.jpg
{
map textures/quicktrip/new_qt_wall2_entrance.jpg
}
{
map textures/quicktrip/qt_uncut.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/gpx/terrain_1to2
{
q3map_baseshader textures/gpx/terrain_base
qer_editorimage textures/quicktrip/qt_basestone.jpg
{
map textures/quicktrip/qt_basestone.jpg
}
{
map textures/quicktrip/qt_uncut.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
the fog shaders:
// this is the FOG VOLUME shader
textures/gpx/gpxfog
{
qer_editorimage textures/fogs/fog.tga
qer_nocarve
surfaceparm nonsolid
surfaceparm nonopaque
surfaceparm fog
surfaceparm trans
q3map_nolightmap
fogparms ( 0.85 0.85 0.85 ) 7168.0
cull twosided
}
// this is the FOGHULL “sphere” shader
textures/gpx/gpxhull // Edit this line!
{
qer_editorimage textures/skies/sky
surfaceparm nolightmap
surfaceparm nomarks
surfaceparm noimpact
surfaceparm sky
skyparms textures/gpx/gpxhull 128 - // Edit this line!
}
worldspawn info:
lightmapscale 2.0
fog textures/gpx/gpxfog
fogstart 2048
angle 60
_minvertexlight 5
_minlight 5
_noshadersun 1
music music/mp/mp_action1.mp3
message BDC Racing Club v1 by Darth Zappa
classname worldspawn
gridsize 208 208 320
_foghull gpx/foghull
_farplanedist 7168
_blocksize 2048 2048 4096
let me know if there’s any other relevant info i should post.
thanks,
darth zappa
