Crash corse on EasyGen


(Shaun) #1

I am using EasyGen 1.42 and would like a tutorial on how to make a terrain for wolfet and import it into gtkradient. Im not sure if there is a newer version of EasyGen, but thats all i could find?


(Loffy) #2

Hi!
I use it sometimes. It is good. Although I must admit I don’t understand the shader business 100 percent.
Here is what Google has to say about your question:
http://www.google.se/search?q=easygen+tutorial&ie=UTF-8&oe=UTF-8&hl=sv&meta=
Keep on mapping
// Loffy


(grizzlybear) #3

try here :wink:
http://www.wolfproject.net/modules.php?name=Tutorials&tut=easygen


(MuffinMan) #4

ya but be warned - this tutorial is oudated as it uses an old version of easygen and the old q3map - basics still are the same though, try it and then search this forum for the easygen templates for q3map2, you’ll find quite some info on it i guess! the tutorial should get u started in the basics though… grizzly - u gotta remind me sometime to rewrite the tutorial! :banghead:


(Theisy) #5

Simple guide that I’m writing of the top of my head. This is how I make an easygen map:

  1. Create a height map on some program. If you have photoshop use that, if however you are a tight git use gimp which can be found in the sticky at the top of the page. Your height map should have white for high areas and black for low (I think :D)

  2. Import it into easygen and make any changes to height on the modifier. Once you have a map that looks nice you can move on to texturing.

  3. Import a textures folder and select varius textures/colours on your alpha map. NOTE: Do not try and blend more than two different textures together. It doesn’t work. i.e. do not have a corner with 3 different textures meeting on it.

  4. Export your map. Use the latest WolfET templates and make sure you edit the shader file (found in etmain/scripts) once you’ve exported your map. Edit the shader file by moving the base texture to the top. Change any textures where you don’t want grass steps/landmines to what you want them to be: stone, gravel etc. Also make sure you add your maps name (or shader name if it’s different) to the shaderlist.txt file also found in etmain/scripts.

:slight_smile:


(michi.be) #6

http://www.level-designer.de/modules.php?op=modload&name=Sections&file=index&req=viewarticle&artid=129&page=1

http://www.level-designer.de/modules.php?op=modload&name=Sections&file=index&req=viewarticle&artid=130&page=1

have fun watching it.


(josuhaz) #7

what do you mean with: Edit the shader file by moving the base texture to the top???


(Chruker) #8

Easygen creates a shader like this if you use the wolfet template:

textures/chruker/terrain_0
{
	q3map_baseshader textures/chruker/terrain_base
	qer_editorimage textures/stone/mxsnow2.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/stone/mxsnow2.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/chruker/terrain_base
{
	nopicmips
	q3map_lightmapaxis z
	q3map_lightmapmergable
	q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}

Its the last one you should move to the top of the file, so you get this:

textures/chruker/terrain_base
{
	nopicmips
	q3map_lightmapaxis z
	q3map_lightmapmergable
	q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}

textures/chruker/terrain_0
{
	q3map_baseshader textures/chruker/terrain_base
	qer_editorimage textures/stone/mxsnow2.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/stone/mxsnow2.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

(josuhaz) #9

Hmm it doesnt seem to work (what am i doing wrong :banghead: :banghead: )
This is what my shader file looks like (i changed everything back as it was)
maybe some1 can help me now.



textures//terrain_0
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/1944_beach/beach_grass.jpg
		rgbGen vertex
		tcmod scale 0.500 0.500
	}
}

textures//terrain_1
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/1944_beach/beach_dirt.jpg
		rgbGen vertex
		tcmod scale 0.500 0.500
	}
}

textures//terrain_0to1
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/1944_beach/beach_grass.jpg
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.500 0.500
	}
	{
		map textures/1944_beach/beach_dirt.jpg
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.500 0.500
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures//terrain.vertex
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/1944_beach/beach_grass.jpg
		rgbGen vertex
		tcmod scale 0.500 0.500
	}
}


(NOP) #10

Your shader names are wrong. There should be another name(your map name) in between your two slashes in the middle. Most likely cause for this is that you chose the template type(wolfet) before you filled in all the fields in the export dialog box. This has to be done after. I made a somewhat more complete list of the steps necessary to export a terrain. Follow them and if it still doesn’t work post again.

1)IMPORTANT:Make sure in your Edit->Preferences that your work mod path points to etmain.
2) create a new terrain in easygen. This can be done with a height map but in my opinion it’s better if u just take the time and do it by hand in easygen cause it gives u much better results.
3)Go to Textures->Add folder and add a new texture folder. Make sure the folder is in your etmain/textures directory not somewhere else.
4)Create the alphamap. Make sure to use only textures with sizes in powers of 2 as easygen will display everything, and make sure you use only .jpg and .tga.(there’s a filter in preferences to make sure only these formats are loaded.)
5)IMPORTANT: save your file in the easygen format. (Saving your work is GOOOOD)
6)Export your file in .map format. If you saved your file in step 4 all your fields in the export dialog box should be already filled. If not fill them up with the same name everywhere(not strictly necessary but why not.)
IMPORTANT: all the fields must be filled BEFORE you do step 7 or the paths on your shader file will get messed up.
7)choose wolfet from the templates available and then click preview(get the latest templates here). Do any changes you need and press ok.
8)press continue and save .map file with the same name u used everywhere else in your fields.
9)IMPORTANT:Open your shaderlist.txt file in the scripts directory and add the name of the new shader file generated by easygen.(basically just the name of your map without the .shader extension)
10)Open your .map file in radiant, add map coordinates, info_player… etc. and compile.
11)play


(josuhaz) #11

MANNY MANNY THANKS it worked well :banana: