For some reason, the foliage I am using does not want to show up in the map. I’ve checked, double checked and triple checked all the paths, spelling and shaders, and it should simply not be a problem.
Has anyone experienced anything similar?
For some reason, the foliage I am using does not want to show up in the map. I’ve checked, double checked and triple checked all the paths, spelling and shaders, and it should simply not be a problem.
Has anyone experienced anything similar?
misc_model
I’m using a mix of Raybans and some other custom foliage, so the shader looks like:
q3map_foliage models/rayban_foliage/w_grass_foliage3.md3 1 48 0.1 2
I just tried compiling radar, and the foliage is not showing up there either. But when I play Radar, the foliage is there. I’ve made sure that my foliage is turned on in the config.
Are the models ok? Have you checked the location of origin in radiant. The origin should be at the very bottom of the model. It might be that the origin is above the grass and the models are actually inside the terrain.
Edit. 1 min late. Try using 0 instead of 2 on the last number. I’m not exactly sure how that works, but it’s usually 0.
Hmm, well, its a foliage so I am not really placing the model in radiant itself. And I’ve been using these shaders for like, a year now, so I don’t understand why its doing this right now 
Tried changing the 2 to 0 - but nothing changes.
Yeah, I know you and what you are doing.
I just told you to check the origins of the models in radiant. But as soon as I heard they are rayban’s etc. models, I knew there should be no problem with the models itself. Are there errors in compile log?
Only some old "unknown surfaceparm “Stonesteps” from some 2 year old shaders I still haven’t fixed
hello,
Do you fixe it?
For jailbus map, i use this:
textures/bus/master_grass_dirt3
{
qer_editorimage textures/temperate_sd/master_grass_dirt3.tga
q3map_nonplanar
q3map_shadeangle 179
q3map_foliage models/jailbus/grass_foliage1.md3 1.25 64 0.1 2
q3map_foliage models/jailbus/grass_foliage2.md3 1.1 64 0.1 2
q3map_foliage models/jailbus/grass_foliage3.md3 1 64 0.1 2
surfaceparm grasssteps
surfaceparm landmine
implicitMap textures/temperate_sd/master_grass_dirt3.tga
}
models/jailbus/grass_foliage1
{
qer_editorimage models/foliage/grassfoliage1.tga
nopicmip
qer_alphafunc greater 0.5
cull disable
// distanceCull <inner> <outer> <alpha threshold>
distanceCull 1024 2048 0.49
sort seethrough
surfaceparm pointlight
surfaceparm trans
surfaceparm nomarks
nopicmip
{
map models/foliage/grassfoliage1.tga
alphaFunc GE128
rgbGen exactVertex
alphaGen vertex
}
}
models/jailbus/grass_foliage2
{
qer_editorimage models/foliage/grassfoliage2.tga
nopicmip
qer_alphafunc greater 0.5
cull disable
// distanceCull <inner> <outer> <alpha threshold>
distanceCull 1024 1700 0.49
sort seethrough
surfaceparm pointlight
surfaceparm trans
surfaceparm nomarks
nopicmip
{
map models/foliage/grassfoliage2.tga
alphaFunc GE128
rgbGen exactVertex
alphaGen vertex
}
}
models/jailbus/grass_foliage3
{
qer_editorimage models/foliage/grassfoliage3.tga
nopicmip
qer_alphafunc greater 0.5
cull disable
// distanceCull <inner> <outer> <alpha threshold>
distanceCull 512 1280 0.49
sort seethrough
surfaceparm pointlight
surfaceparm trans
surfaceparm nomarks
nopicmip
{
map models/foliage/grassfoliage3.tga
alphaFunc GE128
rgbGen exactVertex
alphaGen vertex
}
}
It only a texture whit grass mdl on it.
my folder add in shaderlist.txt is bus.
I put the 3 grass mdl in a jailbus folder. (models/jailbus/)
GL Skymaker! 
Yeah, I use something like that too, but the foliage is simply not showing 
I even tried making new paths for the model, but with no luck.
i remember i change the path surface of 3 models whit Q3_Model_Tool_v162.exe.
models/jailbus/grass_foliage1
models/jailbus/grass_foliage2
models/jailbus/grass_foliage3
not sure if it all good but it work 
GL
edit:
It for a terrain or a texture?
No idea what I did… actually, I didnt do anything, but it is fixed now …
Sometimes ET is just in some odd mood that I can’t figure out.