
See those ugly black lightning? How can i “destroy” it. I can place 10 lights for it and it still is such black shadow. I also tried terrain lightmaps or something but somehow i can’t get it to work. Anyone got a solution on this?
How can i get rid of those reared shadows?
so what kind of compile are u doing?
i would do a full compile with the bounce -8 …
also m,aybe throw a litle ambient light witha hint of maybe yellow in it…
would make those shadows either go away or look alot better…
but i bet its the sky texture ur using thats casting that shadow…
might try changin that too…
well good luck! 
hmm someone know how to make those terrain lightmaps? I don’t understand the tuturial i saw, about base shaders and stuff it’s all sooo confusing…
It’s not that bad really…
This is really all you need:
http://shaderlab.com/q3map2/lmt.txt
Assuming you made your terrain in easygen, it’s a fairly straight forward conversion. Make a “base” shader like such:
textures/terrain/hillside_base
{
// required
q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 ) // project texture every 256 units in X and Y
q3map_lightmapaxis z // project lightmap on z axis (up/down)
// optional
q3map_lightmapmergable // merges all terrain into one seamless lightmap (no seams)
q3map_lightmapsamplesize 32 // sets lightmap sample size to 2x normal to save mem
}
Then for each layer you make something like this:
textures/terrain/hillside_0
{
q3map_baseshader textures/terrain/hillside_base // instructs q3map2 to use this shader as a template
{
map textures/terrain/hillside_0.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
…and for each of the blended layers:
textures/terrain/hillside_0to1
{
q3map_baseshader textures/terrain/hillside_base
{
map textures/terrain/hillside_0.tga
}
{
map textures/terrain/hillside_1.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
The idea is that the layers and blended layers inherit properties from the base shader. Also, check out the terrain shaders that come with ET for a better idea and more commands to add to the shaders… I’m at work at the moment and can’t check, but there’s a way to increase the resolution of the light maps to make them look a lot nicer.
Anyway, what you’ll do is make a base shader like above, then convert all your other shaders to look like the two lower examples.
Thats the part i dont understand? How do i need to call the base shader?
Is
textures/terrain/hillside_base
{
// required
q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 ) // project texture every 256 units in X and Y
q3map_lightmapaxis z // project lightmap on z axis (up/down)
// optional
q3map_lightmapmergable // merges all terrain into one seamless lightmap (no seams)
q3map_lightmapsamplesize 32 // sets lightmap sample size to 2x normal to save mem
}
the only thing thats needed in your shader, or include the rest also un this shader? Do i need to include this in my usual shader? My shader is called lennybals, and only has terrain textures. But, if i do this were do i need to put the surfaceparm landmine? I made it from easgen. Could you please make a clear tuturial? I just don’t understand the stuff with shaders 
butt thanks anyway hummer
So, is it you’re not sure what to do with terrain shaders, or shaders in general? It helps to already know a bit about shaders before you start messing with terrain shaders 
I’d tell you exactly what to do, but it’d be time consuming on my part depending on your exerience, and it’s usually better to learn on your own 
My suggestion is to play with shaders, learn about them, and read the shader bible / manual… it’ll help a ton.
i know a bit how shaders work, what they do and stuff. But not what to do with the upper stuff 
I use 2 shaders now. 1 called baseterrain with this inside:
textures/baseterrain/baseterrain
{
q3map_lightmapsampleoffset 8.0
q3map_lightmapaxis z
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}
the second one is called lennybals with this inside:
textures/test/terrain_0
{
q3map_baseshader textures/baseterrain/baseterrain
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
surfaceparm landmine
surfaceparm trans
surfaceparm alphashadow
{
map textures/desert_sd/sand_disturb_desert.tga
rgbGen vertex
tcmod scale 0.090 0.090
}
}
textures/test/terrain_1
{
q3map_baseshader textures/baseterrain/baseterrain
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
surfaceparm landmine
surfaceparm trans
surfaceparm alphashadow
{
map textures/desert_sd/sand_patchy.tga
rgbGen vertex
tcmod scale 0.090 0.090
}
}
textures/test/terrain_0to1
{
q3map_baseshader textures/baseterrain/baseterrain
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
surfaceparm landmine
surfaceparm trans
surfaceparm alphashadow
{
map textures/desert_sd/sand_disturb_desert.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.090 0.090
}
{
map textures/desert_sd/sand_patchy.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.090 0.090
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
textures/test/terrain.vertex
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
surfaceparm landmine
surfaceparm trans
surfaceparm alphashadow
{
map textures/desert_sd/sand_disturb_desert.tga
rgbGen vertex
tcmod scale 0.090 0.090
}
}
When i launch the game everything is orange and black. Help me plz