Grass shader


(Madras) #1

Hi,
I’m making ET map and i’ve got a problem.
I wrote a shader:

textures/terrain/mxterra3_0
{
surfaceparm grasssteps
surfaceparm nolightmap
surfaceparm landmine
q3map_novertexshadows
q3map_forcesunlight
{
map textures/stone/mxrock0b.tga
rgbGen vertex
tcmod scale 0.1 0.1
}
}

but in game when I step on grass the sound is like u step on the concrete.
Sorry for my bad english.
Thanks all for answer. :smiley:


(Wezelkrozum) #2

Can you place landmines?If not, the shader isn’t used in the compile.


(ailmanki) #3

maybe that helps, at least the shader used there has different keys…
http://www.nibsworld.com/rtcw/tutorial_lightmapped_terrain.shtml


(Madras) #4

I can’t make a landmines, but shader I added only in game, not in complilation.
Thanks all for answers!


(Madras) #5

hmm,
I added my map shader file to radiant files:

C:\Program Files\Wolfenstein - Enemy Territory\etmain\scripts estmap.shader

testmap.shader:

textures/terrain/mxterra3_0
{
surfaceparm grasssteps
surfaceparm nolightmap
surfaceparm landmine
q3map_novertexshadows
q3map_forcesunlight
{
map textures/stone/mxrock0b.tga
rgbGen vertex
tcmod scale 0.1 0.1
}
}

but GtkRadiant 1.5.0 don’t read this shader. :rolleyes:

My shaderlist.txt:

// this file lists all the separate shader files

_unsorted
alpha
alpha_sd
assault
assault_rock
awf_props
battery
battery_wall
bbmodels_mapobjects
blimp
bunker_sd
castle_door
castle_floor
castle_window
castle_wood
chat
chat_window
chat_wood
chateau
common
decals
doors
eerie
egypt_door_sd
egypt_floor_sd
egypt_props_sd
egypt_rock_sd
egypt_trim_sd
egypt_walls_sd
egypt_windows_sd
egypt_wood_sd
factory_sd
fueldump
gfx_2d
gfx_clipboard
gfx_damage
gfx_hud
gfx_limbo
gfx_misc
goldrush
icons
levelshots
lights
liquids
liquids_sd
mapfx
metal_misc
metals_sd
miltary_door
miltary_trim
miltary_wall
models_ammo
models_foliage
models_furniture
models_mapobjects
models_multiplayer
models_players
models_shards
models_weapons2
mp_goldrush
mp_guns
mp_railgun
mp_rocket
mp_seawall
mp_siwa
mp_wurzburg
props
props_sd
radar
railgun_props
railway_sd
rock
rubble
seawall_wall
sfx
shadows
siwa_fx_sd
siwa_props_sd
siwa_skyboxes_sd
skies
skies_sd
snow
snow_sd
sprites
stone
swf
temperate_sd
terrain
textures
tobruk_wall_sd
tobruk_windows_sd
town_props
town_roof
town_wall
town_window
town_wood
tree
ui_assets
ui_assets2
villa_sd
village
wood
xlab_door
xlab_props
xlab_wall


(murka) #6

You might need a qer_editorimage path/to/image.ext to see it in radiant.

textures/terrain/mxterra3_0
{
qer_editorimage textures/stone/mxrock0b.tga
surfaceparm grasssteps
surfaceparm nolightmap
surfaceparm landmine
q3map_novertexshadows
q3map_forcesunlight
{
map textures/stone/mxrock0b.tga
rgbGen vertex
tcmod scale 0.1 0.1
}
}

Btw, testmap isnt on the shaderlist?!


(Madras) #7

My shader testmap.shader isn’t on the shader list.

This screen is from radiant console:


(Flippy) #8

No, but it should be.


(ailmanki) #9

http://files.filefront.com/WolfET+Toolexe/;1298075;/fileinfo.html

did not check the content, I am on linux, but afaik it has those files you need…


(Wezelkrozum) #10

You need to add the .shader on the shaderlist :smiley:


(Madras) #11

well what i must add to shader list??


(Pray-N-Spray) #12

the name of the shader which are you using for you textures


(Madras) #13

so I must add line “mxterra3_0”???


(-SSF-Sage) #14

The name of the shader file without .shader extension.


(Wezelkrozum) #15

so add: testshader at the bottom of the list and save.


(Madras) #16

Now all is working! Thanks boys!:tongue:


(Madras) #17

Doom3LightRadius: failed to parse default light radius - What is it?


(Nail) #18

my buddy says “check your prefs, hit P, and see if under Entities, Show light Radius is checked”


(Madras) #19

ok, now I set 0 to 360, good?


(IndyJones) #20

why your grass is so blurry?