Invisile terrain when compiling with q3map2


(Dodo) #1

If i compile my level with q3map2 the terrain invisile. It does not do this with normal q3map.

the shader:
shader name is trcent2.shader


textures/trcent2/terrain_0
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/dodotr/grass.tga
		rgbGen vertex
		tcmod scale 0.341333330 0.256000000
	}
}

textures/trcent2/terrain_1
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/dodotr/lightsnow.tga
		rgbGen vertex
		tcmod scale 0.341333330 0.256000000
	}
}

textures/trcent2/terrain_2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/dodotr/mediumsnow.tga
		rgbGen vertex
		tcmod scale 0.341333330 0.256000000
	}
}

textures/trcent2/terrain_3
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/dodotr/oldsnow.tga
		rgbGen vertex
		tcmod scale 0.341333330 0.256000000
	}
}

textures/trcent2/terrain_0to1
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/dodotr/grass.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.341333330 0.256000000
	}
	{
		map textures/dodotr/lightsnow.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.341333330 0.256000000
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/trcent2/terrain_0to2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/dodotr/grass.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.341333330 0.256000000
	}
	{
		map textures/dodotr/mediumsnow.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.341333330 0.256000000
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/trcent2/terrain_0to3
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/dodotr/grass.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.341333330 0.256000000
	}
	{
		map textures/dodotr/oldsnow.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.341333330 0.256000000
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/trcent2/terrain_1to2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/dodotr/lightsnow.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.341333330 0.256000000
	}
	{
		map textures/dodotr/mediumsnow.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.341333330 0.256000000
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/trcent2/terrain_1to3
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/dodotr/lightsnow.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.341333330 0.256000000
	}
	{
		map textures/dodotr/oldsnow.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.341333330 0.256000000
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/trcent2/terrain_2to3
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/dodotr/mediumsnow.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.341333330 0.256000000
	}
	{
		map textures/dodotr/oldsnow.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.341333330 0.256000000
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/trcent2/vxterrain
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/dodotr/grass.tga
		rgbGen vertex
		tcmod scale 0.341333330 0.256000000
	}
}

in gtkradiant the settings for the terrain entity are:


alphamap   trcent2.pcx
shader       trcent2/terrain
layers        4
terrain       1
classname  func_group

this works in normal q3map, ut not q3map2.[/i]


(WadeV1589) #2

lol I can’t believe I may be able to offer an answer to this, but I had the same problem, turns out another map had decided that it was going to have it’s own textures/common/terrain shader in it. As a result it screwed with the compiling as it didn’t have the q3map_terrain key in it.

On that note, check you have got q3map_terrain as a key in the common/terrain shader…easily missed.

I guess other possible problems would be I think the layers should be 3 not 4 and is trcent.pcx in the base folder? According to your alphamap key it should be, that needs to be the relative file path from baseef.


(Wils) #3

Four layers is correct; don’t change that (the layers start at 0 remember - 0 1 2 3 = four layers in total).

Otherwise, as Wade says, make sure you don’t have any stray third party maps (besides your own :P) in your editing tree, and check your common.shader and make sure textures/common/terrain looks something like this:

textures/common/terrain
{
	q3map_terrain
	surfaceparm grasssteps
	surfaceparm nodraw
	surfaceparm nolightmap
	surfaceparm nomarks
}