last 2 terrain problems


(evillair) #1

I’ve gotten pretty much everything working except these 2 things:\

1- foliage
2 - rain

For foliage I’m having trouble finding where to put the foliage code. It’s not that big a deal I can go without it.

For the rain I have the required keys in my worldspawn (same as radar) but when ingame I don’t see any rain. I ran radar right after my map and it has rain so I know my cg_atmosphericeffect is 1.
Here’s what I have in my woldspawn:

Key: atmosphere
Value: T=RAIN,B=5 10,C=0.5,G=0.5 2,BV=50 50,GV=200 200,W=1 2,D=1000

oh, and my ambient sound sometimes stops after going into Limbo. :???:

Any help will be appreciated.
Thanks


(Thej) #2

Do u have a tracemap? Else the rain wont work.


(evillair) #3

yes, I have a traceMap


(Thej) #4

Is the tracemap in the right place, or did u perhaps make a typo somewhere?


(evillair) #5

The tracemap is in my “…\etmain\maps” folder.
It’s named “mapname_tracemap.tga”
It’s a 32 bit tga file.

Does it have to be a certain shade of gray to work?


(DeAtHmAsTeR) #6

no, if you went into developer 1 mode and then did/generatetracemap and then launched the game, it should be fine. Have you got another brush ontop of your sky brush? are you using a shader for your sky? or a normal texture :S? tell me the name of what texture you are using for your sky brush.


(evillair) #7

I don’t have any other brushes ontop of my sky brushes.
I’m using a shader, the radar sky shader. (it’s referenced in my .shader file so I can change the settings and not effect the original.)


(sock) #8

How high is your skybrush, The rain is generated from where the sky brush starts. NOCLIP up to the top of your map and check the rain is being generated?

Sock
:moo: ing


(evillair) #9

Yeah, I checked that, There’s no rain up near the sky.
I lowered the sky brush and it’s still not working.

I also tried adding the H=512 to the rain value in the worldspawn, but that didn’t work…

As stated in the reference manual.

If your level has a very high sky, you may find your snow or rain fades out to nothing before it has chance to hit the ground. To fix this you can adjust the height it starts at and cap it artificially using the height (H) parameter.

Right now my sky is appx 1024 from the ground suface. Give or take since I have terrain.


(Shallow) #10

I had a baffling rain failure in my map over the weekend, I thought I’d done everything right, atmosphere key/value pair in worldspawn, tracemap… nothing happening.

Eventually I realised I’d c’n’ped the string from the manual with a leading space at the beginning… d’oh. See if you are getting any errors in the console, there was an error message that clued me in to what my problem was.

I haven’t played with foliage yet, but I think you need to add additional layers to the terrain metashader that have the foliage stuff in.


(evillair) #11

I have no spaces.

:banghead:


(sock) #12

Have you got the rain system working in a test map yet?

Sock
:moo:


(evillair) #13

No I haven’t gotten it to work. (I have a tracemap for it too.)

Is there anything else that would affect the rain bedsides cg_atmosphericEffects 1?

I do a cg_‘TAB’ then PageUp to cg_atmosphericEffects and it’s set to 1. Like I mentioned earlier I also load up Radar after I load my map and it has rain.

Maybe my maps have been possessed by the anti-Rain-Demon®. :eek3:


(sock) #14

Ok, you need to use a test map which works, like it has all the spawn points, does not leak, does not freeze on limbo menu, has max/min co-ordinates defined. Bascially its a fully working test map.

Next open the test map in the editor and add the worldspawn key EXACTLY like the one in the map railgun/radar. I mean EXACTLY including all various spaces and grammer of the line. If really unsure then use a text editor to copy the line from one .map file to the other.

Compile and run the map. Set developer mode to 1, generate tracemap, set developer mode to 0 and restart the map. (map_restart).

Sock
:moo: