hi,
i wanna know how the terrain-blending in fueldump was done. there are a few things about dotproduct2 i dont like, so i want to blend my terrain similar like in fueldump.
what i know about fueldump is, that there are shaders for the terrain existing which seem to do exactly those blendings. there is one baseshader, and for every blend there exist a shader like terrain1_0to2.
unfortunately it dont work with my trys. can someone pls give me a guide or sth. i have q3map version 2.5.16.
edit: i have been through socks tutorial about sockproduct2. in his downloadfile a found i shader.
// ======================================================================
// Alpha blending without dotProduct2 and ivector
// ======================================================================
textures/terrain_example/bld_rock2moss1 // Normal texture blending
{
qer_editorimage textures/terrain_example/bld_rock2moss1.tga
surfaceparm grasssteps
q3map_nonplanar
q3map_shadeAngle 120{
map textures/terrain_example/ter_rock2.tga // Primary
rgbGen identity
}
{
map textures/terrain_example/ter_moss1.tga // Secondary
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaFunc GE128
rgbGen identity
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
the shader looks a bit like those in fueldump. i dont get this to work either
i need help about that !
