grass


(isbowhten) #1

is there some very good solution to have grass on the ground, snipers could hide in?


(-SSF-Sage) #2

Yes indeeed! Q3map_foliage.

Ps. Half k of posts. :stuck_out_tongue:


(Nail) #3

afaik, you’ll have problems with distance fade, no way for snipers to hide


(pazur) #4

I would make the grass really high for snipers to hide in… but on the other hand they wont see anything while sitting there :wink:


(Crocopep) #5

what do you think of a non-solid-window. one side of the window is wall. the other side is glass. that’s very good for snipers :smiley:


(isbowhten) #6

the problem is that then the snipers could look within the grass the whole map… so i think a model is the best way… but wouldnT that cost a lot of performance? a very big model or a lot of small models?+
( i even copied my whole map an d put it a few grids higher ^^ but you see evereything of the map if you are under the “grass”)


(isbowhten) #7

P.S:
in my map the one team has to reach the other side of the map… if they reached it the teams turn their places and the other teams has now to reach the other side… how scores most in 30 minutes has won…
=> grass is useful… but it should be so short that they can be seen if they do dont lie in the grass


(Zer0Cool) #8

If i remember right the grass disappears after a certain distance. So everyone who would be in the grass could be seen.


(Crocopep) #9

No, my idea is not grass. it’s an idea for a good sniper spot.


(isbowhten) #10

well … i think that means i have to put a lot of grass-models in my map?


(stealth6) #11

yer u would be better off putting bushes eveery here and tehre, unless its a small map, I had a big map and put in that grass they’re all talking about, its quite funny cause when you lie in it you think haha nice nobody can see me, but it enemy is standing 10 meters away it looks like some bumbass sniper sitting in the middle of the floor lol


(isbowhten) #12

lol… but it is better than nothing… you must be able to creep to the other side… the area you have to reach isnt very far away from the spawn


(Detoeni) #13

try
http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/ch3.html
q3map_surfacemodel

add it to a custom decal shader that points at a 8x8 tga texture with full alpha and your grass model and add where you need. It wont fade like “et grass”.


(-SSF-Sage) #14

Both are good. you can disable the distanceCull from the grass shader, if you use q3map_foliage. But foliage can be turned off serverside.


(isbowhten) #15

Oo uah that is really hard to understand for a shader-noob…


(-SSF-Sage) #16

If you use q3map_foliage in your terrain shader, it can be turned off by serveradmins (if I remember right it’s something like cg_nofoliage). It can’t with q3map_surfacemodel afaik.

Link again. If you look at the shader of the grass model, you notice the line distanceCull, taking that one out, would make it not dissapear on distance.


(Nail) #17

maybe shallow trenches instead ?


(isbowhten) #18

@ nail: no i need grass to hiden because the teams would be careful especially at the trenches => no real protection for the snipers…
@ {SSF}Sage: what must i do to open the mode?
i can not open it with radiant. i do not have the model “grass_5”, i have the file grassfoliage1 -/2 -/3


(-SSF-Sage) #19

You could have your own grass models. Or use remapshader. Also you can search for grass model in this forum. Then you can recompile the md3’s with nph3rno or remapshader the shaders from script. I don’t suggest to edit shaders existing that other maps could be using too. That’s why to rename the shader. Remember that the grass dips the fps, so be careful with it. The distanceCull is meant to help the fps situation.