Fueldump - Mountains issue


(KENNITHH) #21

Hmm it’s only the mountains mateos so I think it has to do something with the shaders but I don’t know much about it :stuck_out_tongue:


(KENNITHH) #22

I’ve just checked ET and SOF2 and ET looks bright on some spots too but there you have shadows which I don’t get in SOF2 somehow… now this is the shader that I’m using currently. I have tried to fix it, which it also did on some spots but it also messed others up like they don’t have the shading effect anymore.

////======================================================================
// Base for metashaders
//======================================================================
textures/fueldump/terrain_base
{
q3map_material snow
q3map_nolightmap
q3map_onlyvertexlighting
q3map_texturesize 512 512
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_lightmapsize 512 512
q3map_tcMod rotate 37
q3map_tcMod scale 1 1
q3map_lightmapsamplesize 1
q3map_nonplanar
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}

======================================================================
// Metashader for both sides of the map
// _0: Slighty dirty snow
// _1: Mud/dirt snow
// _2: Clean white snow
// _3: Snow crispy rock
//======================================================================
textures/fueldump/terrain1_0
{
qer_editorimage textures/fueldump/mxsnow2.tga
q3map_baseshader textures/fueldump/terrain_base
{
map textures/fueldump/mxsnow2.tga
rgbGen identity
}
{
map $lightmap
blendfunc filter
rgbGen identity
tcGen lightmap
}
{
map textures/fueldump/snowdetail.tga
blendfunc gl_dst_color gl_src_color
rgbGen identity
tcMod scale 5 5
detail
}
}

EDIT: It doesnt show the marks from nades or anything else either :confused:


(Mateos) #23

So read them :slight_smile: There’s some lightmap stuff you should learn and add :slight_smile:


(ailmanki) #24

////================================================== ====================
// Base for metashaders
//================================================== ====================
textures/fueldump/terrain_base
{
q3map_material snow
// q3map_nolightmap - does what it says
// q3map_onlyvertexlighting - enables vertex lighting - instead of lightmap
q3map_texturesize 512 512
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_lightmapsize 512 512
q3map_tcMod rotate 37
q3map_tcMod scale 1 1
q3map_lightmapsamplesize 1
q3map_nonplanar
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}

================================================== ====================
// Metashader for both sides of the map
// _0: Slighty dirty snow
// _1: Mud/dirt snow
// _2: Clean white snow
// _3: Snow crispy rock
//================================================== ====================
textures/fueldump/terrain1_0
{
qer_editorimage textures/fueldump/mxsnow2.tga
q3map_baseshader textures/fueldump/terrain_base
{
map textures/fueldump/mxsnow2.tga
rgbGen identity
}
{
map $lightmap
blendfunc filter
rgbGen identity
tcGen lightmap
}
{
map textures/fueldump/snowdetail.tga
blendfunc gl_dst_color gl_src_color
rgbGen identity
tcMod scale 5 5
detail
}
}

No idea if this applies for SOF2, but you better check if q3map2 produces a shader in your scripts directory.
Maybe you are seeing now vertex lights… cause its compile with vertex lighting. And you saw missing texture when compiling with lightmap cause of the extra shader q3map2 produced.

The normal map you removed is only used in compile process for the shadow generation.


(KENNITHH) #25

Something very interesting there. I do have the lm_0000.tga and lm_0001.tga but no shader found. Also something else remarkable, I’ve got SoF2 3x installed
SoF2 1.00 (1.00 version of sof2 + have modified config here)
SoF2 HQ (where I usually own with sof2 + have modified config here)
SoF2 Modding (I use this for checking maps/modding + i have default config here)
However, when I test the map in SoF2 modding , I get no shadows on the snow/mountains but in the others I do but everything is overbrighten.

I think I will have to start reading lots of documents about lightmapping and start a new shader from 0 but therefore, I need to know which commands are crutual for having the desired effect of the shading on the mountains.

And should I remove the 2 bolt lines ?

And thanks for helping me out, I really need these mountains to be fixed to continue this map, it has already been 5 days since I’m working on some bloody moutnains lol


(ailmanki) #26

Well I guess even if it did create an extra shader, it should have worked already - since your probably are testing with sv_pure 0. Seems SOF2 does not need there extra work, just like W:ET.

the 2 bold lines are for disabling the lightmap… so yes remove them if you want a lightmap.


(KENNITHH) #27

When I use this, the textures of the mountains are missing again ingame. And btw, should I add the folder mp_fueldump with the lm_0000.tga and lm_0001.tga in it, in my pk3/maps? And oh, I can’t find that normalmap_terrain anywhere, I think they didn’t release it with the source

textures/fueldump/terrain_base
{
q3map_material snow
q3map_texturesize 512 512
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_lightmapsize 512 512
q3map_tcMod rotate 37
q3map_tcMod scale 1 1
q3map_lightmapsamplesize 1
q3map_nonplanar
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}

textures/fueldump/terrain1_0
{
qer_editorimage textures/fueldump/mxsnow2.tga
q3map_baseshader textures/fueldump/terrain_base
{
map textures/fueldump/mxsnow2.tga
rgbgen identity
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
{
map textures/fueldump/snowdetail.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbgen identity
tcMod scale 5 5
detail
}
}


(ailmanki) #28

I have no idea why its missing ingame, I would search for error msgs, I mean SOF2 should at least tell whats wrong?

And yes those files have to be included in the pk3, with same folder structure.
Well I thought the normalmap would be there, sad.


(KENNITHH) #29

http://www.splashdamage.com/forums/showthread.php?t=4225
There ydnar shows a normal map but don’t know if that is the one used

Also, in GTK Radiant the mountains and floor are using lmterrain_snow_marks
textures/tools/_lmterrain_snow_marks
{
qer_editorimage textures/tools/terrain_snow
q3map_shadeangle 90
q3map_terrain
surfaceparm nodraw
q3map_material Snow
}

textures/tools/terrain_snow
{
q3map_terrain
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nomarks
q3map_material Snow
}

Doubt if these are messing it up. I’ll also show you some image of it in GTK Radiant and ingame

EDIT: I’m also trying a FINAL compile now, I always did a test but this shouldn’t be the problem but anyway, a try can’t do any harm I guess

EDIT EDIT: The Final compile didn’t do anything BUT I have changed this textures/tools/_lmterrain_snow_marks to textures/tools/_terrain and now the terrain is totaly invisible so MAYBE, this _lmterrain_snow_marks is messing it up somehow after all… trying to change _lmterrain_snow_marks to caulk now and see what happens

EDIT EDIT EDIT: _terrain and _caulk make it invisible, _lmterrain_snow_marks makes the texture not show up…

EDIT EDIT EDIT EDIT: I also found out that the shader of textures/tools/terrain_snow have nothing to do with the map so the problem is or textures/tools/_lmterrain_snow_marks, or the terrain shader.


(ailmanki) #30

Is there no example for lightmapped terrain in SOF2? If so you could start with that as base. Else I suspect compiler problems, maybe try another compiler version.

Terrain is complicated, maybe make a testmap with simple geometry and see what you get for lightmaps…
Well not so simple, but since its from Ydnar - it should work… http://www.ydnar.com/2002/09/lightmapped-terrain-q3map2.html#


(KENNITHH) #31

lol this is spooky, I was just looking on a post of Ydnar on this forum also about SOF2

http://www.splashdamage.com/forums/archive/index.php/t-3858.html (came here by searching “Lightmap terrain SOF2” on google)

He said to try -nocollapse in the compiling, which I’m trying now, also something about _lightmapscale but i’m not using that i thought. Didn’t know he was the maker of that, I’ll contact him too if things won’t work what i’m searching.

EDIT : Can’t find the link to download lol :confused:

EDIT EDIT : And ow, there are terrains but if I recall, it doesn’t have blending anywhere, but lemme check

EDIT EDIT EDIT : I found some shaders but they all use the q3map_nolightmap and q3map_onlyvertexlighting and also with rgbGen vertex and the -nocollapse didn’t work


(ailmanki) #32

this one I meant http://shaderlab.com/q3map2/samples/slterra.zip
I think once you have the correct command line parameters for compiling, it should look correctly ingame.


(KENNITHH) #33

hmm I hope so, I just mailed Ydnar and hopefuly I’ll get a reply but I doubt it :frowning:
and I’ll check that slterra out later (probably tomorow at the evening, have a hospital meeting :/)


(KENNITHH) #34

Hmm very odd, I tried using the shader from slterra but I just get white/black missing textures and also when I reconstruct slterra for SOF2 and compile it, the texture is just gone and the terrain is invisible…

Why is this so hard lol, it could either be something in GTK radiant / shader issue / compiling type (but i doubt this one)

EDIT: I might have found this shader you were talking about, it’s called metashader.shader if I’m right. It all contents q3map_nolightmap and q3map_onlyvertexlighting so maybe I must use this after all and use vertex instead of lightmap. I’ll try some more with this

EDIT EDIT: Almost there, the brightness is much lower now but the shadows arent that nice yet, normaly on the picture to the left of the building should be a shadow but can’t see anything.
http://img638.imageshack.us/img638/1084/shot0024h.jpg
Now I’m wondering if this would work.

{
	lightmap $lightmap
	blendFunc GL_DST_COLOR GL_ZERO
	rgbgen identity
}

to

{
	lightmap $lightmap [B]or map $lightmap[/B]
	blendFunc GL_DST_COLOR GL_ZERO
	[B]rgbgen vertex[/B]
}

(KENNITHH) #35

I’m trying a new sky shader , maybe this will make better shadows but I’m looking for some textures that I can’t seem to find that should be in shaderlab_terrain.

http://robotrenegade.com/q3map2/docs/shader_manual/light-emitting-shaders.html


(KENNITHH) #36

The mountains have been fixed, I had to use vertex instead of lightmap and also remove the lightmap stage.

But something else now, why can’t I find some models/shaders in pak0.pk3?
I have found them in another pk3 : (http://lk2.de/maps/etmain/?info=bucket.pk3) but it looks weird to me because how can the game find this model if you don’t have it lol? Or aren’t some models drawn in the map?

For example “models/mapobjects/light/cagelighta9k.md3”, can’t find it in pak0 but i did find it in that pk3 above.


(Mateos) #37

The entity misc_model save the model inside the BSP, so no need of the model files. Most can be found in RtCW GtkRadiant package, get them here:
https://zerowing.idsoftware.com/svn/radiant.gamepacks/WolfPack/trunk/


(KENNITHH) #38

Wow, thanks for that, there are some usefull things for SoF2 too.


(KENNITHH) #39

Took a bit long but here they are, some screenshots of the progress. But still having a few problems that have to be fixed.

http://img543.imageshack.us/img543/7853/shot0035t.jpg
http://img233.imageshack.us/img233/8908/shot0036t.jpg
http://img641.imageshack.us/img641/8653/shot0037yt.jpg
http://img849.imageshack.us/img849/597/shot0038.jpg
http://img215.imageshack.us/img215/7582/shot0039g.jpg
http://img707.imageshack.us/img707/6739/shot0040kq.jpg
http://img833.imageshack.us/img833/586/shot0041l.jpg
http://img405.imageshack.us/img405/3412/shot0042a.jpg
http://img192.imageshack.us/img192/3743/shot0043wd.jpg
http://img715.imageshack.us/img715/2695/shot0044c.jpg


(.Chris.) #40

So you made no attempt to make it fit the theme of the game you are porting it to?