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?
Thanks!
Obli