Thanks for your replies guys. It’s appreciated!
I also found out that the shaders have to be rewritten.
I found several good tips in this forums (using search) and I read the lightmaps read me included with the q3map2 (lm.txt?).
Heres my terrain shader now:
textures/duplex_towers/terrain_base // Template terrain shader
{
q3map_lightmapaxis z // Project lightmap on z axis (up/down)
q3map_lightmapmergable // Merges all terrain into one seamless lightmap
q3map_lightmapsamplesize 32 // Sets lightmap sample size to 2x normal to save mem
q3map_lightmapsize 512 512
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
q3map_nonplanar
q3map_shadeangle 120
surfaceparm landmine
surfaceparm snowsteps
}
textures/duplex_towers/terrain_0
{
q3map_baseshader textures/duplex_towers/terrain_base // template shader
{
map textures/snow_sd/icelake3.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/duplex_towers/terrain_1
{
q3map_baseshader textures/duplex_towers/terrain_base
{
map textures/snow_sd/icelake2.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/duplex_towers/terrain_2
{
q3map_baseshader textures/duplex_towers/terrain_base
{
map textures/snow_sd/snow_var01_big.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/duplex_towers/terrain_0to1
{
q3map_baseshader textures/duplex_towers/terrain_base
{
map textures/snow_sd/icelake3.tga
}
{
map textures/snow_sd/icelake2.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/duplex_towers/terrain_0to2
{
q3map_baseshader textures/duplex_towers/terrain_base
{
map textures/snow_sd/icelake3.tga
}
{
map textures/snow_sd/snow_var01_big.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/duplex_towers/terrain_1to2
{
q3map_baseshader textures/duplex_towers/terrain_base
{
map textures/snow_sd/icelake2.tga
}
{
map textures/snow_sd/snow_var01_big.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
And the keys/values for the terrain (func_group) are
alphamap duplex_towers.pcx
shader duplex_towers/terrain
It seems to work. if you see some stupid misstake above, let me know. Otherwise, expect Duplex Towers in the near future! (Twin Towers was too politically loaded, I thought - Duplex Towers sounds more neutral (even though duplex means twins).
Thanks again
//Loffy