Landmines


(DaRkFiRe) #1

I’ve tried adding surfaceparms for it, but that makes my terrain disappear :banghead:

Here is my .shader, can someone tell me where to add the surfaceparms, or how to enable landmines? Thanks.

textures/v4/terrain_0
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/stone/mxdebri0_riverbed.tga
		rgbGen vertex
		tcmod scale 0.250000000 0.250000000
	}
}

textures/v4/terrain_1
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/snow/s_dirt_m03i_2.jpg
		rgbGen vertex
		tcmod scale 0.250000000 0.250000000
	}
}

textures/v4/terrain_2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/stone/mxrock3h_snow.tga
		rgbGen vertex
		tcmod scale 0.500000000 0.500000000
	}
}

textures/v4/terrain_0to1
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/stone/mxdebri0_riverbed.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.250000000 0.250000000
	}
	{
		map textures/snow/s_dirt_m03i_2.jpg
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.250000000 0.250000000
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/v4/terrain_0to2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/stone/mxdebri0_riverbed.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.250000000 0.250000000
	}
	{
		map textures/stone/mxrock3h_snow.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.250000000 0.250000000
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/v4/terrain_1to2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/snow/s_dirt_m03i_2.jpg
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.250000000 0.250000000
	}
	{
		map textures/stone/mxrock3h_snow.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.250000000 0.250000000
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/v4/vxterrain
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/stone/mxdebri0_riverbed.tga
		rgbGen vertex
		tcmod scale 0.250000000 0.250000000
	}
}


(SiX) #2

try using the q3map_baseshader for your terrain and add it in there. Should look something like this:

textures/sector47/terrain_base
{
	q3map_normalimage textures/sd_bumpmaps/normalmap_terrain.tga
	
	q3map_lightmapsize 512 512
	q3map_lightmapMergable
	q3map_lightmapaxis z
	
	q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
	q3map_tcMod scale 2 2
	q3map_tcMod rotate 37
	
	surfaceparm grasssteps
	surfaceparm landmine	
}

textures/sector47/terrain_0
{
	q3map_baseshader textures/sector47/terrain_base

	{
		map textures/temperate_sd/master_grass_dirt3.tga
		rgbgen identity
	}
	{
		lightmap $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
}

Hope that helps ya…


(DaRkFiRe) #3

Can you post what it would look like? I’m not at my computer, and it would be greatly helpful if you could fix the shader. Thanks.


(SiX) #4

sure thing:


textures/v4/terrain_base 
{ 
   q3map_normalimage textures/sd_bumpmaps/normalmap_terrain.tga 
    
   surfaceparm nolightmap 
   q3map_novertexshadows 
   q3map_forcesunlight 
    
   q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) 
   q3map_tcMod scale 0.25 0.25
   q3map_tcMod rotate 37 
    
   surfaceparm grasssteps 
   surfaceparm landmine
}

textures/v4/terrain_0 
{ 
   q3map_baseshader textures/v4/terrain_base
   { 
      map textures/stone/mxdebri0_riverbed.tga 
      rgbGen vertex 
   } 
} 

textures/v4/terrain_1 
{ 
   q3map_baseshader textures/v4/terrain_base
   { 
      map textures/snow/s_dirt_m03i_2.jpg 
      rgbGen vertex 
   } 
} 

textures/v4/terrain_2 
{ 
   q3map_baseshader textures/v4/terrain_base
   { 
      map textures/stone/mxrock3h_snow.tga 
      rgbGen vertex 
   } 
} 

textures/v4/terrain_0to1 
{ 
   q3map_baseshader textures/v4/terrain_base
   { 
      map textures/stone/mxdebri0_riverbed.tga 
      rgbGen vertex 
      alphaGen vertex 
   } 
   { 
      map textures/snow/s_dirt_m03i_2.jpg 
      rgbGen vertex 
      alphaGen vertex 
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA 
   } 
} 

textures/v4/terrain_0to2 
{ 
   q3map_baseshader textures/v4/terrain_base
   { 
      map textures/stone/mxdebri0_riverbed.tga 
      rgbGen vertex 
      alphaGen vertex 
   } 
   { 
      map textures/stone/mxrock3h_snow.tga 
      rgbGen vertex 
      alphaGen vertex 
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA 
   } 
} 

textures/v4/terrain_1to2 
{ 
   q3map_baseshader textures/v4/terrain_base
   { 
      map textures/snow/s_dirt_m03i_2.jpg 
      rgbGen vertex 
      alphaGen vertex 
   } 
   { 
      map textures/stone/mxrock3h_snow.tga 
      rgbGen vertex 
      alphaGen vertex 
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA 
   } 
} 

textures/v4/vxterrain 
{ 
   q3map_baseshader textures/v4/terrain_base
   { 
      map textures/stone/mxdebri0_riverbed.tga 
      rgbGen vertex 
   } 
} 

That should work for you. Your lucky im bored tonight :stuck_out_tongue:


(DaRkFiRe) #5

Thank you very much :smiley: :smiley:


(SiX) #6

no prob. But im wondering, why are you using vertex rather than lightmap for the shader?


(DaRkFiRe) #7

Dunno, that’s just the way EasyGen made the shader. :???:


(SiX) #8

Ah I see. I don’t use easygen, although it seems to be quite popular. I’ve never attempted to use a vertex lightmap for a terrain shader in ET, so let me know how it works. :smiley: If it turns out sour let me know and I’ll convert it to lightmap for ya. :wink:


(DaRkFiRe) #9

Will do.