Landmine parameter?


(Drakir) #1

I cannot get my textures to be able to be landmined.

I have tried this:
textures/draktexs/dr_mud
{
q3map_nonplanar
q3map_shadeangle 120
qer_editorimage textures/draktexs/dr_mud.jpg
surfaceparm landmine
surfaceparm gravelsteps

{
	map $lightmap
	rgbGen identity
}
{
	map textures/draktexs/dr_mud.jpg
	rgbgen identity
	blendFunc filter
}
{
	map textures/detail_sd/sanddetail.tga
	blendFunc GL_DST_COLOR GL_SRC_COLOR
	detail
	tcMod scale 6 6
}

}

and this:

textures/draktexs/dr_mud
{
surfaceparm landmine
surfaceparm gravelsteps
implicitMap -
}

None of the above let´s me place landmines in my map.


(AdamTheBastard) #2

My FP yay.

Have you tried taking a look in the shader files for the terrain textures inside the pak0.pk3?

I don’t have ET installed here so I can’t check them but if it is a part of the shader then I guess that is where you would find the option.

It could also be that the ‘ground’ or ‘terrain’ needs to be in an entity group. You could posibly open up the goldrush.map (which one of my friends found somewhere, I’m sure a search for *.map would show it up) and check if the ground in that is an entity.

GL with it.


(Drakir) #3

The terrain cannot be an entity group, just a func_group for editor purpose. So that is not it. Tnx anyway!


(Jack) #4

I think your surface parm is the problem.

Clip from manual:

Landmines
A landmine is a small anti-personnel device used to blow up members of the opposing team. In order to allow players to place a landmine, there must be a floor surface with a surfaceparm type of landmine. This is a special surface type which can be used either on its own or with additional surfaceparm types.

As a rule only add the landmine surfaceparm to ‘soft’ materials like sand, earth etc. In the Enemy Territory game all wood / concrete / stone surfaces were excluded from landmine use.

Maybe give it a surfaceparm of grass steps in place of gravel steps? Or try it with a space between gravel and steps (gravel steps in place of gravelsteps).


(Drakir) #5

This is from the mp_siwa.shader:

textures/mp_siwa/sand_dirt
{
q3map_nonplanar
q3map_shadeangle 120
qer_editorimage textures/desert_sd/sand_dirt_medium.tga
surfaceparm landmine
surfaceparm gravelsteps

{
	map $lightmap
	rgbGen identity
}
{
	map textures/desert_sd/sand_dirt_medium.tga
	rgbgen identity
	blendFunc filter
}
{
	map textures/detail_sd/sanddetail.tga
	blendFunc GL_DST_COLOR GL_SRC_COLOR
	detail
	tcMod scale 6 6
}

}

So i dont se the “gravelsteps” as a problem.


(Drakir) #6

Damn, this is driving me crazy…cant figure this out…NEEED HELP PLEASE!!!


(sock) #7

[quote=“Drakir”]I cannot get my textures to be able to be landmined./quote]

Surfaceparm needs to be compiled into maps, it is not a normal dynamic shader parameter. If the game is refusing to let you place landmines on the surface then check your compiler version and that it is reading the shader correctly. (The path to the shader directory)

Sock
F33l the :moo:


(Drakir) #8

Thanks sock!

The problem was that my textures where jpg and not tga.


(DeAtHmAsTeR) #9

does anyone have a tutorial for this for n00bs :bored: :???:


(Prophesy) #10

Drakir >> I am having the very same problem :frowning:

How did you solve this?


([MOS]StiloMAN.pl) #11

hmm…

Which shaders accept landmines ?
For example: /terrain/sd_snow :clap:

I don’t know which shaders works with landmines and I can’t see source of this shaders because I don’t know where they are…


(sock) #12

All shaders are stored in the “scripts” sub-directory under the “etmain” main directory. Open up the script files with a text editor and a look for the line:

surfaceparm landmine

This is line which makes a surface/shader landmine crazy.

Sock
:moo:


([MOS]StiloMAN.pl) #13

hmmm…

Howto use my own shaders?

Howto use modified shader file in pk3 or bsp file??


(sock) #14

You need to know the basics of shaders and how to create them FIRST. I recommend you check the shader manual you get with SDRadiant or check this site : Maj’s Shader Manual - http://woekitten.org/misc/

Blindly creating shaders without any understanding of what they do and how they are structured will get you nowhere fast. Take time to learn them because shader technology is very important.

Sock
:moo: