Grass Foliage in a Map


(d3coy) #1

Hello, im only posting this because the SEARCH is still broken here on the site or else im sure i could have found the answer. Im looking for a how to or any info really on adding foliage into a map. Such as the grass that shows in RADAR and some parts of Oasis.

If anyone knows anything on how to do this or where i could find more info, please let me know.

What i know so far. The foliage models were not included with Radiant and from what i can tell by looking ar radar.shader is that it has something to do with this. Ive tried modifying the shader info in my own shader file and had no luck… Please let me know what you know.

Thanks in advance.

Yes i know it takes more video resources to render grass… but oh well… hehe


(DerSaidin) #2

I think its done using q3map_surfaceModel.

I would guess that the grass model shader has a “q3map_foliage” property so that they can be removed with r_drawfoliage 0.


(Shaderman) #3

Foliage Technology


(d3coy) #4

thank you so much, now my next question, does anyone know if this type of foliage can be used alot with the dotproduct2 and alpha blending?


(carnage) #5

AFAIK i think it would just work but i dont know if you would be able to use the inverse alpha values to gradualy fade of foliage insteam of having a very solid line of where foliage ends. or if you would be able to generate differnt foliage based on the two different textures u belnd between

the alphaGen vertice command might generate the needed alpha values for the terrain to belnd between 2 differnt foliage models for a smoother transition or just a transition one one model to nothing for a smoother fade

then as long as your differnt dot2product shaders all line up nicea so there are no noticable seams then the foliage should compile on them as if it is all one surfae


(redRum) #6

Foliage works with alpha blending and you can also use the inverse alpha values in the shader, but you can’t assign different models to each stage of the shader. if you use more than one model it’ll just spawn them randomly over the surface, although you can control the quantity with the alpha fade brushes.


(d3coy) #7

thank you very much guys… ill be posting some shots soon if i can get the model i want working… lol…