Easygen, Landmines and other disasters


(gilstudios) #1

The surface parameters (landmine, snowsteps) I added to the shader file (created by Easygen) don’t work. I can’t place a landmine anywhere and it sounds like I’m walking on metal or rock. Here is an example from my shader file for my map(rr_11):

textures/rr_11/terrain_2
{
surfaceparm snowsteps
surfaceparm landmine
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/snow_sd/s_dirt_m03i_2_big.tga
rgbGen vertex
tcmod scale 0.016 0.016
}
}

Any Ideas? :???:


(Shallow) #2

Is the shader in shaderlist.txt? The compiler won’t pick up its surfaceparms and other data in that case. If you’re also seeing weird texture tiling, this is the cause.

Any particular reason that you’re not using lightmapped terrain? It looks so much better. There is a new template for exporting lightmapped terrain shaders for ET on the Easygen site.


(gilstudios) #3

Thanks for the tip on the templates, but still no go on the surface parms. I click et template in Easygen then preview, modify gravelsteps to snowsteps on applicable textures. Then export to map file. Complie in radiant and devmap in ET. No change to sound and still can not plant mines even though it’s a surfaceparm for every texture in shader! I’m not sure what you mean by shadelist.txt, but my shader dir is C:\Program Files\Wolfenstein - Enemy Territory\etmain\scripts\mapname.shader. Is this correct?


(ydnar) #4

The name of the shader script (minus the .shader suffix) should be added to the file “shaderlist.txt” so the tools know to pick it up.

You might also want to look at the ET terrain shaders. They are quite a bit more powerful than the old-style TA terrain shaders that you’re using.

y