landmines


(Yojo) #1

whats configuring the landmine use?
do i have to plae special brushes for that?
for now, there can’t be planted a mine on my hole map :banghead:


(Shaderman) #2

Searching for “landmines” in the “Level Design for Wolfenstein: Enemy Territory” forum gives you 68 matches (without yours). I bet your question was asked before :wink:


(eRRoLfLyNN) #3

To help narrow it down, look for “surfaceparm landmine” :slight_smile:


(BloodLusts) #4

Ur terrain shader needs the surfaceparm landmine

surfaceparm landmine

thats the command add to ur terrain shader - save it - now u can plant a mine onto the surface

u can make any surface allow mines to be planted but its recommended to be used ONLY on terrain/ground

cuz i mean it wont look right if a mine is planted on a concrete floor LMAO

might make for a interesting looking map though


(Yojo) #5

sry for old revive… where should i add that parameter?
in radiant?
or do i have to make such a .shader file?


(Shaderman) #6

Better than asking the same question again in a 2nd thread.

or do i have to make such a .shader file?

Yes, you need a shader. Have a look at scripts/egypt_floor_sd.shader for example (use a text editor to open the file). There should be some examples. If you want to write your own .shader file, you have to add the name of the file without the .shader in the file shaderlist.txt.


(Yojo) #7

so
i use the texture sand_wave_desert the most
i should make a file for example hamster_floor.shader
then place this:
textures/desert_sd/sand_wave_desert
{
q3map_nonplanar
q3map_shadeangle 100
surfaceparm landmine
surfaceparm gravelsteps
implicitMap -
}

then put that in the scripts folder
?
EDIT: didn’t work
do i have to change the textures?


(kamikazee) #8
textures/desert_sd/sand_wave_desert 

This is the folder/name line.
Eg change it to:

textures/Yojo/sand_phong

It’s preferable you then put it in a file called Yojo.shader, that way you know where what shader is.


(Yojo) #9

textures/Yojo/sand_phong
? huh but that doesn’t exist…
so should i make that file first? this was one that was allready exisitng…


(kamikazee) #10

Oops, you’re right. This one needs an actual image file.

Some shaders don’t need to refer to the path of any real image file with their name, but those who have implicitMap - in the code have to.


(Yojo) #11

this starts to become weird lol
i just found this in the /script/ directory in etmain
textures/desert_sd/sand_wave_desert
{
surfaceparm landmine
surfaceparm gravelsteps
}

but when i run /map/hamster_arena_b1 i can’t plant mines lol


(Shaderman) #12

Try something like this:

textures/shaderman/simple_landmine
{
	qer_editorimage textures/egypt_floor_sd/sandygrass_b.tga
	surfaceparm landmine
	implicitMap textures/egypt_floor_sd/sandygrass_b.tga
}

textures/shaderman/simple_landmine
This folder/file doesen’t have to exist. There’s no shaderman folder and nothing named simple_landmine. With this line you define where your shader is placed in the file hierarchy in Radiant. You find this shader in textures/shaderman and it’s listed as simple_landmine with the image defined by the line qer_editorimage textures/egypt_floor_sd/sandygrass_b.tga. Placing mines is possible with the next line surfaceparm landmine. The last line implicitMap textures/egypt_floor_sd/sandygrass_b.tga specifies which texture is seen in game (note: qer_editorimage defines the image in Radiant, implicitMap the in game image).

Edit:

For your own map you should make your own .shader file (see kamikazee’s post above). If you want to use your own textures, place them in a folder textures/yojo for example. Your custom shader could look like this then:

textures/yojo/grass_with_landmines
{
	qer_editorimage textures/yojo/yojos_own_grass_image.tga
	surfaceparm landmine
	implicitMap textures/yojo/yojos_own_grass_image.tga
}

Shaderman


(Yojo) #13

atm i use sand_wave_desert
it is in desert_sd
will try

funny example anyway :stuck_out_tongue:

thx for this tutorial shadering, it worked :slight_smile:


(aburn) #14

Landmines with dotproduct2???

I have such a shader…


textures/aburn_s/ter_snowdirt
{
        qer_editorimage textures/aburn_s/ter_snowdirt.tga
        surfaceparm landmine 
	q3map_nonplanar
	q3map_shadeangle 120
	q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 )
	q3map_alphaMod dotproduct2 ( 0.0 0.0 0.75 )
	{
		map textures/aburn_s/aburn_s.tga	// Primary
		rgbGen identity
	}
	{
		map textures/aburn_s/aburn_d.tga	// Secondary
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaFunc GE128
		rgbGen identity
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
}

Now no mines can be placed, nomather where I want to place them.

When useing implicitMap the blended texture comes out as yellow box

EDIT#1
OK looking more into this problem I see this…
When doing the bsp compile this occures:

entering scripts/egypt_floor_sd.shader
WARNING: Unknown surfaceparm: “landmine”

and in very shader the same… the standard ones and my own ones… after the compiler enters them it produces this warning…
Is this something that might be the problem or???

EDIT#2
Now I am really confussed…

I compiled it with default radiants q3map2… and gues what???

Landmines work… but dotprouctblending doesnt…

Maybe I still have an improper q3map2 version… does anyone of u have any links with the most reacent version… or a number of thet version…???
I have q3map_2.5.16_win32_x86…


(Shaderman) #15

The shader you posted above looks good and should work.

The q3map2 version which comes with Radiant 1.4 is too old for dp2 blending. AFAIK you need at least 2.5.14. Make sure the secondary texture has an alpha channel.

I have q3map_2.5.16_win32_x86…

That’s the latest version.


(aburn) #16

Well I think the landmines dont work because I use Q3Map2Build by DLB.
I compiled with radiant 1.5 which has some more/less recent ver of q3map2 and mines work and dotproduct too… still dotprod looked way better with the latest version…
Need to find out why when compileing with the Builder I get unknown surfaceparm landmine…
Prolly something with game settings or IDK what else… maybe I will find sum refference on the page…


(kamikazee) #17

Reconfigure Q3ap2Build to use your new copy of Q3Map2 then.


(aburn) #18

I did that… lol

Still one slight problem… still no mines… even if it uses that q3map2 from radiant 1.5

I am thinking of reconfiguring radiant or whats better… and would apreciate if one would tell me how to do that…
Make a batch file myself…

There should be some help here on the forum as I found the builder in a thread bout compileing and batch files… will serch a bit… HOPEFULLY will find it :smiley:

EDIT#1

HAHAHAHA :smiley:

I set the game in the Builder as ‘wolf’,
I was just reading the LDR on batch files and saw game ‘et’
said to my self… NO I wasnt that stupid… after makeing my own batch file and haveing it actually work… with the latest q3map2… I returned to Builder to see what batches it produces and what is the problem…

GUESS WHAT I WAS THAT STUPID game was wolf and should be et… lolage… how did those maps actually worked in ET…


(kamikazee) #19

Wolfenstein maps are of the same format as W:ET maps, they only lack newer stuff like landmine support.