Foilage


(Drakir) #1

I cant get it to work!
This is my texture script in my shader file:

textures/draktexs/dr_mud_grass2
{
	q3map_nonplanar
	q3map_shadeangle 120
	qer_editorimage textures/draktexs/dr_mud_grass2.tga
	surfaceparm landmine
	surfaceparm gravelsteps
	q3map_foliage models/foliage/grassfoliage1.md3 1.25 48 0.1 2
	q3map_foliage models/foliage/grassfoliage2.md3 1.1 48 0.1 2
	q3map_foliage models/foliage/grassfoliage3.md3 1 48 0.1 2
	
	{
		map $lightmap
		rgbGen identity
	}
	{
		map textures/draktexs/dr_mud_grass2.tga
		rgbgen identity
		blendFunc filter
	}
	{
		map textures/detail_sd/sanddetail.tga
		blendFunc GL_DST_COLOR GL_SRC_COLOR
		detail
		tcMod scale 6 6
	}
}

According to the manual it should work this way…but i must be doing something wrong…and cant figure what.


(evillair) #2

Do you have the correct shader on the actual “foliage” models?

This is for the shader for my foliage models;


//foliage
models/mapobjects/flakcannon/fk_foliage01
{
surfaceparm trans
surfaceparm pointlight
cull disable
// distanceCull <inner&rt; <outer&rt; <alpha threshold&rt;
distanceCull 512 1024 0.4
{
map models/foliage/grassfoliage1.tga
alphaFunc GE128
rgbGen exactVertex
alphaGen vertex
}
}
models/mapobjects/flakcannon/fk_foliage02
{
surfaceparm trans
surfaceparm pointlight
cull disable
// distanceCull <inner&rt; <outer&rt; <alpha threshold&rt;
distanceCull 512 1024 0.4
{
map models/foliage/grassfoliage2.tga
alphaFunc GE128
rgbGen exactVertex
alphaGen vertex
}
}
models/mapobjects/flakcannon/fk_foliage03
{
surfaceparm trans
surfaceparm pointlight
cull disable
// distanceCull <inner&rt; <outer&rt; <alpha threshold&rt;
distanceCull 512 1024 0.4
{
map models/foliage/grassfoliage3.tga
alphaFunc GE128
rgbGen exactVertex
alphaGen vertex
}
}


At the top of my terrain shader (right under my _base section) I have this;


textures/flakcannon/terrain_foliage_base
{
	q3map_baseShader textures/flakcannon/terrain_base

	q3map_foliage models/mapobjects/flakcannon/fk_foliage01.ase 1.25 64 0.026 0
	q3map_foliage models/mapobjects/flakcannon/fk_foliage02.ase 1.3 32 0.030 0
	q3map_foliage models/mapobjects/flakcannon/fk_foliage03.ase 1 16 0.028 0
}


With that set up all I need to insert in my shader stages is;


	q3map_baseshader textures/flakcannon/terrain_foliage_base


Example; this is one section of my terrain shader that I wanted foliage.


textures/flakcannon/terrain_1
{
	q3map_baseshader textures/flakcannon/terrain_foliage_base
	surfaceparm grasssteps
	surfaceparm landmine

	{
		map textures/temperate_sd/master_grass_dirt3.tga

	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
}


Hope that helped.


(Drakir) #3

Tnx Evil!
But i found the problem, SD has forgot to include the models they used in Wurzburg. So with other models used i got it working!


(Danyboy) #4

Have you unpacked the pak0.pk3 file?

Cause the mapobject folder u get given in SDRadiant setup only gives you a limited amount of resources - e.g. the cmarker folder isnt there

When you unpack it you then get all models used in the game to work with


(Detoeni) #5

You need to make your own “ase” model of the foliage to get it to work

q3map_foliage models/mapobjects/flakcannon/fk_foliage01.ase 1.25 64 0.026 0
q3map_foliage models/mapobjects/flakcannon/fk_foliage02.ase…


(SoulRebel) #6

hi!

i get this error when i test the “radar-foliage”

ERROR: PicoLoadModel: Failed loading model models/foliage/grassfoliage1.md3

when i refer to an existing real md3 model then this command works good but the grass looks ugly:

q3map_foliage models/mapobjects/plants_sd/grass_low.md3 1 48 0.1 2

i cannot locate the real md3 “grassfoliage1.md3” i only saw an entry in “models_foliage.shader”. In the models/foliage/ order there is an “grassfoliage1.TGA”. ??

but everytime i use the “grassfoliage1.md3”

q3map_foliage models/foliage/grassfoliage1.md3 1.25 48 0.1 2

i get the error

i hope someone can help me! (hope you know, what i mean)


(SiliconSlick) #7

From this thread:

http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=6735

I’ve learned that “misc_models” don’t need their
.md3 in the .pk3.

Could be SD didn’t include them because they
didn’t have to.

SiliconSlick (not sure if that is applicable here or not)


(SoulRebel) #8

hmm… when i dont need them, why doesnt it work?

sorry, but i do not check this (maybe its because i am lack of knowlege about models)

ok… i only want that the grass with this foliage looks a bit more real:

q3map_foliage models/mapobjects/plants_sd/grass_low.md3 1 48 0.1 2


(chavo_one) #9

Did you even read this thread?

The grass md3 models were not included with the game because, as SiliconSlick pointed out, they aren’t required after compilation.


(SoulRebel) #10

no idea how this can solve my problem…

ok… in other words…

i have this:

and i want the grass to look like that:


(Shallow) #11

Here’s a working .ase model for grass which uses one of SD’s shaders:

EDIT: Removed non-optimal model

You can make copies of the grass and change this line to use the other shaders:

*MATERIAL_NAME "models/foliage/grassfoliage1"

EDIT: Hehe, just realised how old this thread is, ah well :moo:


(ydnar) #12

You should merge all the meshes in Max into a single object for highest rendering efficiency of foliage. Multiple GEOMOBJECTs (surfaces) mean duplicate (ie slow/big) foliage in the BSP.

y


(Shallow) #13

Hmm, hadn’t realised I’d forgotten to do that.

Better?


*3DSMAX_ASCIIEXPORT	200
*COMMENT "AsciiExport Version  2.00 - Thu Feb 19 21:53:27 2004"
*SCENE {
	*SCENE_FILENAME "grassmk1.max"
	*SCENE_FIRSTFRAME 0
	*SCENE_LASTFRAME 100
	*SCENE_FRAMESPEED 30
	*SCENE_TICKSPERFRAME 160
	*SCENE_BACKGROUND_STATIC 0.0000	0.0000	0.0000
	*SCENE_AMBIENT_STATIC 0.0000	0.0000	0.0000
}
*MATERIAL_LIST {
	*MATERIAL_COUNT 1
	*MATERIAL 0 {
		*MATERIAL_NAME "models/foliage/grassfoliage1"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #1"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "I:\Wolfenstein - Enemy Development\etmain\models\foliage\grassfoliage1.tga"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
}
*GEOMOBJECT {
	*NODE_NAME "Plane03"
	*NODE_TM {
		*NODE_NAME "Plane03"
		*INHERIT_POS 0 0 0
		*INHERIT_ROT 0 0 0
		*INHERIT_SCL 0 0 0
		*TM_ROW0 -0.4141	-1.5455	0.0000
		*TM_ROW1 -0.0000	0.0000	1.6000
		*TM_ROW2 -1.5455	0.4141	-0.0000
		*TM_ROW3 0.0000	-0.0000	12.8427
		*TM_POS 0.0000	-0.0000	12.8427
		*TM_ROTAXIS 0.4769	-0.6215	-0.6215
		*TM_ROTANGLE 4.0316
		*TM_SCALE 1.6000	1.6000	1.6000
		*TM_SCALEAXIS 0.0000	0.0000	0.0000
		*TM_SCALEAXISANG 0.0000
	}
	*MESH {
		*TIMEVALUE 0
		*MESH_NUMVERTEX 27
		*MESH_NUMFACES 24
		*MESH_VERTEX_LIST {
			*MESH_VERTEX    0	-4.6795	27.7668	0.0427
			*MESH_VERTEX    1	0.0000	-0.0000	0.0427
			*MESH_VERTEX    2	-17.9310	-21.6886	0.0427
			*MESH_VERTEX    3	-8.7254	28.6874	12.8427
			*MESH_VERTEX    4	-4.0460	0.9207	12.8427
			*MESH_VERTEX    5	-21.9770	-20.7680	12.8427
			*MESH_VERTEX    6	-15.3754	30.8260	25.6427
			*MESH_VERTEX    7	-10.6959	3.0592	25.6427
			*MESH_VERTEX    8	-28.6269	-18.6294	25.6427
			*MESH_VERTEX    9	19.7127	-20.0749	0.0427
			*MESH_VERTEX   10	-0.0468	-0.0137	0.0427
			*MESH_VERTEX   11	2.2013	28.0374	0.0427
			*MESH_VERTEX   12	23.5551	-18.5084	12.8427
			*MESH_VERTEX   13	3.7955	1.5528	12.8427
			*MESH_VERTEX   14	6.0436	29.6039	12.8427
			*MESH_VERTEX   15	30.2290	-16.4459	25.6427
			*MESH_VERTEX   16	10.4695	3.6153	25.6427
			*MESH_VERTEX   17	12.7176	31.6664	25.6427
			*MESH_VERTEX   18	-25.5115	-11.7265	0.0427
			*MESH_VERTEX   19	0.0980	-0.0199	0.0427
			*MESH_VERTEX   20	25.6885	-11.7265	0.0427
			*MESH_VERTEX   21	-25.3536	-15.8729	12.8427
			*MESH_VERTEX   22	0.2559	-4.1663	12.8427
			*MESH_VERTEX   23	25.8464	-15.8729	12.8427
			*MESH_VERTEX   24	-25.6982	-22.8498	25.6427
			*MESH_VERTEX   25	-0.0887	-11.1432	25.6427
			*MESH_VERTEX   26	25.5018	-22.8498	25.6427
		}
		*MESH_FACE_LIST {
			*MESH_FACE    0:    A:    3 B:    0 C:    4 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE    1:    A:    1 B:    4 C:    0 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE    2:    A:    4 B:    1 C:    5 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE    3:    A:    2 B:    5 C:    1 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE    4:    A:    6 B:    3 C:    7 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE    5:    A:    4 B:    7 C:    3 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE    6:    A:    7 B:    4 C:    8 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE    7:    A:    5 B:    8 C:    4 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE    8:    A:   12 B:    9 C:   13 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE    9:    A:   10 B:   13 C:    9 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE   10:    A:   13 B:   10 C:   14 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE   11:    A:   11 B:   14 C:   10 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE   12:    A:   15 B:   12 C:   16 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE   13:    A:   13 B:   16 C:   12 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE   14:    A:   16 B:   13 C:   17 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE   15:    A:   14 B:   17 C:   13 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE   16:    A:   21 B:   18 C:   22 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE   17:    A:   19 B:   22 C:   18 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE   18:    A:   22 B:   19 C:   23 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE   19:    A:   20 B:   23 C:   19 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE   20:    A:   24 B:   21 C:   25 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE   21:    A:   22 B:   25 C:   21 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE   22:    A:   25 B:   22 C:   26 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE   23:    A:   23 B:   26 C:   22 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
		}
		*MESH_NUMTVERTEX 27
		*MESH_TVERTLIST {
			*MESH_TVERT 0	-0.0000	0.0000	0.5000
			*MESH_TVERT 1	0.5000	0.0000	0.5000
			*MESH_TVERT 2	1.0000	-0.0000	0.5000
			*MESH_TVERT 3	0.0000	0.5000	0.5000
			*MESH_TVERT 4	0.5000	0.5000	0.5000
			*MESH_TVERT 5	1.0000	0.5000	0.5000
			*MESH_TVERT 6	0.0000	1.0000	0.5000
			*MESH_TVERT 7	0.5000	1.0000	0.5000
			*MESH_TVERT 8	1.0000	1.0000	0.5000
			*MESH_TVERT 9	-0.0000	0.0000	0.5000
			*MESH_TVERT 10	0.5000	0.0000	0.5000
			*MESH_TVERT 11	1.0000	-0.0000	0.5000
			*MESH_TVERT 12	0.0000	0.5000	0.5000
			*MESH_TVERT 13	0.5000	0.5000	0.5000
			*MESH_TVERT 14	1.0000	0.5000	0.5000
			*MESH_TVERT 15	0.0000	1.0000	0.5000
			*MESH_TVERT 16	0.5000	1.0000	0.5000
			*MESH_TVERT 17	1.0000	1.0000	0.5000
			*MESH_TVERT 18	-0.0000	0.0000	0.5000
			*MESH_TVERT 19	0.5000	0.0000	0.5000
			*MESH_TVERT 20	1.0000	-0.0000	0.5000
			*MESH_TVERT 21	0.0000	0.5000	0.5000
			*MESH_TVERT 22	0.5000	0.5000	0.5000
			*MESH_TVERT 23	1.0000	0.5000	0.5000
			*MESH_TVERT 24	0.0000	1.0000	0.5000
			*MESH_TVERT 25	0.5000	1.0000	0.5000
			*MESH_TVERT 26	1.0000	1.0000	0.5000
		}
		*MESH_NUMTVFACES 24
		*MESH_TFACELIST {
			*MESH_TFACE 0	3	0	4
			*MESH_TFACE 1	1	4	0
			*MESH_TFACE 2	4	1	5
			*MESH_TFACE 3	2	5	1
			*MESH_TFACE 4	6	3	7
			*MESH_TFACE 5	4	7	3
			*MESH_TFACE 6	7	4	8
			*MESH_TFACE 7	5	8	4
			*MESH_TFACE 8	12	9	13
			*MESH_TFACE 9	10	13	9
			*MESH_TFACE 10	13	10	14
			*MESH_TFACE 11	11	14	10
			*MESH_TFACE 12	15	12	16
			*MESH_TFACE 13	13	16	12
			*MESH_TFACE 14	16	13	17
			*MESH_TFACE 15	14	17	13
			*MESH_TFACE 16	21	18	22
			*MESH_TFACE 17	19	22	18
			*MESH_TFACE 18	22	19	23
			*MESH_TFACE 19	20	23	19
			*MESH_TFACE 20	24	21	25
			*MESH_TFACE 21	22	25	21
			*MESH_TFACE 22	25	22	26
			*MESH_TFACE 23	23	26	22
		}
		*MESH_NORMALS {
			*MESH_FACENORMAL 0	0.3982	-0.2871	0.8712
				*MESH_VERTEXNORMAL 3	0.3861	-0.3706	0.8447
				*MESH_VERTEXNORMAL 0	0.3982	-0.2871	0.8712
				*MESH_VERTEXNORMAL 4	-0.0041	-0.3864	0.9223
			*MESH_FACENORMAL 1	0.3982	-0.2871	0.8712
				*MESH_VERTEXNORMAL 1	0.0025	-0.3082	0.9513
				*MESH_VERTEXNORMAL 4	-0.0041	-0.3864	0.9223
				*MESH_VERTEXNORMAL 0	0.3982	-0.2871	0.8712
			*MESH_FACENORMAL 2	-0.3996	-0.2780	0.8735
				*MESH_VERTEXNORMAL 4	-0.0041	-0.3864	0.9223
				*MESH_VERTEXNORMAL 1	0.0025	-0.3082	0.9513
				*MESH_VERTEXNORMAL 5	-0.3856	-0.3754	0.8429
			*MESH_FACENORMAL 3	-0.3996	-0.2780	0.8735
				*MESH_VERTEXNORMAL 2	-0.3996	-0.2780	0.8735
				*MESH_VERTEXNORMAL 5	-0.3856	-0.3754	0.8429
				*MESH_VERTEXNORMAL 1	0.0025	-0.3082	0.9513
			*MESH_FACENORMAL 4	0.3741	-0.4360	0.8185
				*MESH_VERTEXNORMAL 6	0.3741	-0.4360	0.8185
				*MESH_VERTEXNORMAL 3	0.3861	-0.3706	0.8447
				*MESH_VERTEXNORMAL 7	0.0066	-0.4784	0.8781
			*MESH_FACENORMAL 5	0.3741	-0.4360	0.8185
				*MESH_VERTEXNORMAL 4	-0.0041	-0.3864	0.9223
				*MESH_VERTEXNORMAL 7	0.0066	-0.4784	0.8781
				*MESH_VERTEXNORMAL 3	0.3861	-0.3706	0.8447
			*MESH_FACENORMAL 6	-0.3711	-0.4521	0.8111
				*MESH_VERTEXNORMAL 7	0.0066	-0.4784	0.8781
				*MESH_VERTEXNORMAL 4	-0.0041	-0.3864	0.9223
				*MESH_VERTEXNORMAL 8	-0.3711	-0.4521	0.8111
			*MESH_FACENORMAL 7	-0.3711	-0.4521	0.8111
				*MESH_VERTEXNORMAL 5	-0.3856	-0.3754	0.8429
				*MESH_VERTEXNORMAL 8	-0.3711	-0.4521	0.8111
				*MESH_VERTEXNORMAL 4	-0.0041	-0.3864	0.9223
			*MESH_FACENORMAL 8	-0.8259	-0.2871	-0.4852
				*MESH_VERTEXNORMAL 12	-0.8008	-0.3706	-0.4705
				*MESH_VERTEXNORMAL 9	-0.8259	-0.2871	-0.4852
				*MESH_VERTEXNORMAL 13	-0.5257	-0.3864	-0.7579
			*MESH_FACENORMAL 9	-0.8259	-0.2871	-0.4852
				*MESH_VERTEXNORMAL 10	-0.5477	-0.3082	-0.7778
				*MESH_VERTEXNORMAL 13	-0.5257	-0.3864	-0.7579
				*MESH_VERTEXNORMAL 9	-0.8259	-0.2871	-0.4852
			*MESH_FACENORMAL 10	-0.1737	-0.2780	-0.9447
				*MESH_VERTEXNORMAL 13	-0.5257	-0.3864	-0.7579
				*MESH_VERTEXNORMAL 10	-0.5477	-0.3082	-0.7778
				*MESH_VERTEXNORMAL 14	-0.1676	-0.3754	-0.9116
			*MESH_FACENORMAL 11	-0.1737	-0.2780	-0.9447
				*MESH_VERTEXNORMAL 11	-0.1737	-0.2780	-0.9447
				*MESH_VERTEXNORMAL 14	-0.1676	-0.3754	-0.9116
				*MESH_VERTEXNORMAL 10	-0.5477	-0.3082	-0.7778
			*MESH_FACENORMAL 12	-0.7759	-0.4360	-0.4559
				*MESH_VERTEXNORMAL 15	-0.7759	-0.4360	-0.4559
				*MESH_VERTEXNORMAL 12	-0.8008	-0.3706	-0.4705
				*MESH_VERTEXNORMAL 16	-0.5091	-0.4784	-0.7155
			*MESH_FACENORMAL 13	-0.7759	-0.4360	-0.4559
				*MESH_VERTEXNORMAL 13	-0.5257	-0.3864	-0.7579
				*MESH_VERTEXNORMAL 16	-0.5091	-0.4784	-0.7155
				*MESH_VERTEXNORMAL 12	-0.8008	-0.3706	-0.4705
			*MESH_FACENORMAL 14	-0.1613	-0.4521	-0.8773
				*MESH_VERTEXNORMAL 16	-0.5091	-0.4784	-0.7155
				*MESH_VERTEXNORMAL 13	-0.5257	-0.3864	-0.7579
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}