Hills/mountains


(<LSS>Hellboy) #1

Can sum1 plz direct me to a topic which explains how to make hills/mountains or can sum1 just teach me how to do em :frowning:


(Shaderman) #2

You could use Easygen (use google to find a download link), FATE or make your own brushes (see this and this tutorial).


(die die) #3

or this


(ChiemseeMan) #4

Here are some Links to Easygen and Fate:
http://www.new-etmaps.de/modules.php?name=Prefabs


(iwound) #5

This is terrain generator, you can find it here
http://nemesis.thewavelength.net/index.php?p=8

use it to create your terrain then export a heightmap.

import the heightmap into easygen and paint on your textures.

export your map file including skybox and a pcx file(Alphamap) from easygen and load up into GTKRadiant. In easygen you may have to increase the height.

You will need a shader file. which easy gen exports but you will have to edit it. place it in your scripts directory. then open up shaderlist.txt and place the name of your shader in there minus the shader suffix.

your shader could look like this …


textures/snow2x/terrain_0
{
	surfaceparm snowsteps
  	q3map_nonplanar
  	q3map_shadeangle 90
	q3map_lightmapsize 1024 1024

	{
		map textures/snow_sd/snow_var01_big.tga
		rgbGen identity	
		tcmod scale 0.080 0.080
	}


	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
}



textures/snow2x/terrain_1
{
	surfaceparm snowsteps
	surfaceparm landmine 
  	q3map_nonplanar
  	q3map_shadeangle 90
	q3map_lightmapsize 1024 1024

	{
		map textures/snow_sd/snow_var02.tga
		rgbGen identity
		tcmod scale 0.080 0.080
	}


	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
}



textures/snow2x/terrain_2
{
	surfaceparm snowsteps
	surfaceparm landmine 
  	q3map_nonplanar
  	q3map_shadeangle 90
	q3map_lightmapsize 1024 1024

	{
		map textures/snow_sd/bigrock_rounded_faint.tga
		rgbGen identity	
		tcmod scale 0.080 0.080
	}


	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
}



textures/snow2x/terrain_3
{
	surfaceparm snowsteps
	surfaceparm landmine 
  	q3map_nonplanar
  	q3map_shadeangle 90
	q3map_lightmapsize 1024 1024

	{
		map textures/snow_sd/snow_var01_big.tga
		rgbGen identity
		tcmod scale 0.11 0.11
	}


	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
}




textures/snow2x/terrain_0to1
{
	surfaceparm snowsteps
	surfaceparm landmine 
  	q3map_nonplanar
  	q3map_shadeangle 90
	q3map_lightmapsize 1024 1024

	{
		map textures/snow_sd/snow_var01_big.tga
		rgbGen identity	
		tcmod scale 0.080 0.080
	}
	

	{
		map textures/snow_sd/snow_var02.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbGen identity
		alphaGen vertex
		tcmod scale 0.080 0.080
	}


	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
}




textures/snow2x/terrain_0to2
{

	
	surfaceparm snowsteps
	surfaceparm landmine 
  	q3map_nonplanar
  	q3map_shadeangle 90
	q3map_lightmapsize 1024 1024

	{
		map textures/snow_sd/snow_var01_big.tga
		rgbGen identity	
		tcmod scale 0.080 0.080

	}


	{
		map textures/snow_sd/bigrock_rounded_faint.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbgen identity

		tcmod scale 0.080 0.080
		alphaGen vertex

	}


	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
}




textures/snow2x/terrain_0to3
{


	surfaceparm snowsteps
	surfaceparm landmine 
  	q3map_nonplanar
  	q3map_shadeangle 90
	q3map_lightmapsize 1024 1024


	{
		map textures/snow_sd/snow_var01_big.tga
		rgbGen identity	
		tcmod scale 0.080 0.080

	}


	{
		map textures/snow_sd/snow_var01_big.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbGen identity	
		tcmod scale 0.1 0.1
		alphaGen vertex
	}


	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
}




textures/snow2x/terrain_1to2
{

	surfaceparm snowsteps
	surfaceparm landmine 
  	q3map_nonplanar
  	q3map_shadeangle 90
	q3map_lightmapsize 1024 1024


	{
		map textures/snow_sd/snow_var02.tga
		rgbGen identity	
		tcmod scale 0.080 0.080
		alphaGen vertex
	}


	{
		map textures/snow_sd/bigrock_rounded_faint.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbGen identity	
		tcmod scale 0.080 0.080
		alphaGen vertex
	}


	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
}



textures/snow2x/terrain_1to3
{

	surfaceparm snowsteps
	surfaceparm landmine
  	q3map_nonplanar
  	q3map_shadeangle 90
	q3map_lightmapsize 1024 1024

	{
		map textures/snow_sd/snow_var02.tga
		rgbGen identity	
		tcmod scale 0.09 0.09
		alphaGen vertex
	}


	{
		map textures/snow_sd/snow_var01_big.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbGen identity	
		tcmod scale 0.1 0.1
		alphaGen vertex
	}


	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
}



textures/snow2x/terrain_2to3
{

	surfaceparm snowsteps
	surfaceparm landmine 
  	q3map_nonplanar
  	q3map_shadeangle 90
	q3map_lightmapsize 1024 1024

	{
		map textures/snow_sd/bigrock_rounded_faint.tga
		rgbGen identity	
		tcmod scale 0.080 0.080
		alphaGen vertex
	}


	{
		map textures/snow_sd/snow_var01_big.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA`
		rgbGen identity	
		tcmod scale 0.080 0.080
		alphaGen vertex
	}


	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
}


You could use this as a base for yours and edit the texture names too fit the oones you want.

When you load up radiant, load up your map file and press L and select func_groups, select the func_group which is your terrain, press N to bring up details for your terrain.

terrain1.pcx is the pcx file that easygen outputted and should stay in your etmain folder.

snow2x/terrain is the name of your shader file in your scripts dir called snow2x.shader for example.

layers is the number of textures used in easygen and for your alphamap

put a sky texture on your sky,
Setup your world spawn with some mapcoordsmins and mapcoordsmaxs
insert a info_player_deathmatch, a team_CTF_redspawn and a team_CTF_bluespawn and away you go run around in your mountanous creation…

you can tell im bored today!!


(<LSS>Hellboy) #6

thnx guys :clap: i really appreciate the help :drink: