Copied and clipped terrain - now texture has changed


(Obli) #1

Hi all,

I have been editing (deleting / clipping) terrain from Easygen (in Radiant) to accomodate a bunker.

For the corner of one part of the bunker, it overlaps one terrain triangle. I copied the terrain piece so that I could clip them both to fit around the bunker corner (I didn’t realise you could split a brush with SHIFT + ENTER when clipping at the time - damn!).

The terrain has four layers (4 textures) and now the copied piece of the terrain has a texture of rock instead of the base texture, grass. Is there anyway around this - Some chunks of rock texture where I have copied and clipped pieces of terrain looks n00bish :smiley:

Best regards and thanks for any advice in advance,

Obli


(Moonkey) #2

Sounds like you need to regroup the new tris back into the main func_group. Write down the keys to your terrain, then select all the pieces of it and func_group them together again… then put the keys back in.


(MadJack) #3

No need to give yourself that much troubles to regroup the brushes…

Select the lonely terrain tris first (make sure you don’t have anything selected first by hitting ESC a couple of times). Select any terrain tris (already grouped) then in the 2D windows, right-click and click on [i]Move into Entity[/i]. Voila. Your terrain func_group is all grouped now. No need to enter any keys or select every terrain tris.

HTH


(Moonkey) #4

Wish I’d known that earlier :poke:

has that feature always been there?


(MadJack) #5

Been there for some time. I can’t tell you from which version though.

One great idea is to read the changelog when getting a new version to know the new features.


(Obli) #6

Many thanks for the help guys - MadJack’s solution worked… my apologies MadJack, I actually searched the forums and read this solution from you before… although I assumed it didn’t work as I didn’t receive any message in Radiant to say it had worked (or done anything!) ! :bored:

However (!)…

Afterwards, I moved the terrain base part of my shader to the top so I could adjust the scaling of the terrain textures.

Now, when I recompile with -meta, -VIS and -light and load up the map in ET, the terrain is black, like a silouette althought any buildings are displayed and textured correctly. This is very strange as I have made adjustments to the .shader files before to adjust texture scaling for other map experiments.

I have also added the shader name to shaderlist.txt and changed the q3map_tcGen ivector from 512 to 256.

Here is my shader file:

textures/Bunker/terrain_base
{
	nopicmips
	q3map_lightmapaxis z
	q3map_lightmapmergable
	q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 )
}

textures/Bunker/terrain_0
{
	q3map_baseshader textures/Bunker/terrain_base
	qer_editorimage textures/temperate_sd/grass_dense1.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/grass_dense1.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/Bunker/terrain_1
{
	q3map_baseshader textures/Bunker/terrain_base
	qer_editorimage textures/temperate_sd/grass_path1.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/grass_path1.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/Bunker/terrain_2
{
	q3map_baseshader textures/Bunker/terrain_base
	qer_editorimage textures/temperate_sd/rock_grayvar.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/rock_grayvar.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/Bunker/terrain_3
{
	q3map_baseshader textures/Bunker/terrain_base
	qer_editorimage textures/temperate_sd/rocky_sand.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/rocky_sand.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/Bunker/terrain_0to1
{
	q3map_baseshader textures/Bunker/terrain_base
	qer_editorimage textures/temperate_sd/grass_dense1.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/grass_dense1.tga
	}
	{
		map textures/temperate_sd/grass_path1.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/Bunker/terrain_0to2
{
	q3map_baseshader textures/Bunker/terrain_base
	qer_editorimage textures/temperate_sd/grass_dense1.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/grass_dense1.tga
	}
	{
		map textures/temperate_sd/rock_grayvar.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/Bunker/terrain_0to3
{
	q3map_baseshader textures/Bunker/terrain_base
	qer_editorimage textures/temperate_sd/grass_dense1.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/grass_dense1.tga
	}
	{
		map textures/temperate_sd/rocky_sand.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/Bunker/terrain_1to2
{
	q3map_baseshader textures/Bunker/terrain_base
	qer_editorimage textures/temperate_sd/grass_path1.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/grass_path1.tga
	}
	{
		map textures/temperate_sd/rock_grayvar.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/Bunker/terrain_1to3
{
	q3map_baseshader textures/Bunker/terrain_base
	qer_editorimage textures/temperate_sd/grass_path1.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/grass_path1.tga
	}
	{
		map textures/temperate_sd/rocky_sand.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/Bunker/terrain_2to3
{
	q3map_baseshader textures/Bunker/terrain_base
	qer_editorimage textures/temperate_sd/rock_grayvar.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/rock_grayvar.tga
	}
	{
		map textures/temperate_sd/rocky_sand.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}[/quote]

Any ideas guys? :smiley: Thanks!

Obli


(Obli) #7

Hmmm… the problem seems to be with the light compile…

I did just a BSP -meta compile and the terrain is perfect… strange…

Appears to be the light compile… :disgust:


(Obli) #8

Sorry about the bombardment of questions!

I’m working on a symetrical map (silly CTF for 2 or 3 in a team).

In Radiant, I have copied the terrain and buildings, pasted and rotated 180° (to save work and keep identical symmetry). However, the terrain texturing has shifted again all over the map (not just the copied and pasted half) :frowning:

I have another .map file which has the mirrored terrain texturing perfect (mirrored in Easygen). Is there any easy way I can copy the terrain / buildings, paste, rotate and restore the original terrain texturing (without it shifting, stretching etc!) ?

Many thanks in advance… I’ve lost count on the amount of questions I’ve asked in this thread! :blah:


(MadJack) #9

Obli, when you join brushes into an existing entity, the console will tell you how many brushes were joined. Also, CTRL-ALT left click will select all members of an entity group. So, join those and CTRL-ALT left click to see if those you just joined are highlighted too (kind of redundant if you look at the console though). You can “walk” the members of a group if you either select one or have all of them selected and then hit TAB.

In the menu, Textures, there’s an option to lock the texturing. Check if those are selected or not. That should make it work.

HTH