how to make terrain landmine-able?


(Digm) #1

I’m assuming it has to do with some kind of surfaceparm definition in the mapname.shader file… but I can’t find anything online to tell me how to do it.

Am I on the right path? If so, how do I do it? If not, how do I do it? :wink:


(blushing_bride) #2

you are correct. the easiest way to get landmines working is to use a texture that already has a shader that allows them. You can check this by looking in the sahder files in the scripts folder. Here is an example of a texture you could use in your map that allows landmines. Hope this helps

textures/egypt_floor_sd/desertsand_light
{
q3map_nonplanar
q3map_shadeangle 100
surfaceparm landmine
surfaceparm gravelsteps
implicitMap -


(DaRkFiRe) #3

For your terrain, you should have something like

textures/beach/terrain_0
{
	qer_editorimage  textures/temperate_sd/master_grass_dirt3.tga
	q3map_baseshader textures/beach/terrain_base
	surfaceparm landmine
	surfaceparm gravelsteps
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		tcMod scale 0.125 0.125
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

The textures are interchangeable.

Now you add yourmapname.shader to shaderlist.txt and it should work right!


(TombardieR) #4

i managed to find loads of nice terrain shaders, they all start “lm_terrain???” and i don’t actually know which shader they are in, definitely not the terrain one, but they can be found by selecting textures in the texture menu and looking through all the textures in the whole thing. they all seem to be landmineable, it’s just none of them have an editor image, so i made a quick map with all of them in order as a reference in two big rows, it’s still a drag, but it saves getting your hands dirty with shaders, although I’ve actually started doing that now, so I might be able to start creating all original content in my maps, when i release one.


(Digm) #5

Success.

Thanks everyone :slight_smile:


(Ice-Colder) #6

Ok, there muust be an easier more understanbabel way of making ground minable, SD, you should have made things like this alot easier for us arggggg :angry: :banghead:


(Digm) #7

They didn’t have any control over that :wink:

I believe SD just designed the 6 maps that came with ET. Activision was the company that made the game.

And the game itself used a modified Quake III engine, which was created by iD.

So blame them :wink:


(flashkillaman) #8

oh so you are also to make a custom cement floor and make it possible to plant mines on lol


(Drakir) #9

Once u get the hang of shaders and scripting u will find it to be a very neat way instead of the old entity targeting mess.

What u need to do is learn a bit more about the basics of shading and scripting. A more understandable shader guide is on my page under tutorials…i found the one included in Radiant to be a bit confusing sometimes.


(Milbo) #10

U need this in your shader
surfaceparm landmine

textures/beach/your texture
{
qer_editorimage textures/yourtexture //only for radiant
surfaceparm landmine
{
map textures/yourtexture
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}