I’m just starting with EasyGen, made my terrain and made a map of it, but as you can see in the screenshots the mountains texture looks ugly from distance, any tips how i can fix that ?


greetz,
Darklandz=SSDD=
I’m just starting with EasyGen, made my terrain and made a map of it, but as you can see in the screenshots the mountains texture looks ugly from distance, any tips how i can fix that ?


greetz,
Darklandz=SSDD=
Tamper with the H and V scales using the surface inspector. It’s the easiest way.
Darklandz, when in easygen use the keypad + - to increase/decrease the texture size.
Also, after you’re done exporting it and putting the shader where it belongs, move the part that says: terrain_base BEFORE any of the other terrain stages/parts. Actually, all the terrain_0_to_1 etc should be the last entries iirc, all the other terrain entries shold be before.
Oh and please try to post smaller pics 
HTH
Thanks madjack, but can you explain more about :
move the part that says: terrain_base BEFORE any of the other terrain stages/parts. Actually, all the terrain_0_to_1 etc should be the last entries iirc, all the other terrain entries shold be before.
I’m quite new to mapping …
this is my shaderfile:
textures/Training_v2/terrain_0
{
q3map_baseshader textures/Training_v2/terrain_base
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/desert_sd/rock_edged_smooth.tga
tcMod scale 0.512 0.512
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/Training_v2/terrain_1
{
q3map_baseshader textures/Training_v2/terrain_base
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/desert_sd/sand_wave_desert.tga
tcMod scale 0.512 0.512
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/Training_v2/terrain_0to1
{
q3map_baseshader textures/Training_v2/terrain_base
{
map textures/desert_sd/rock_edged_smooth.tga
tcMod scale 0.512 0.512
}
{
map textures/desert_sd/sand_wave_desert.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
tcMod scale 0.512 0.512
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/Training_v2/terrain_base
{
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_lightmapsize 512 512
q3map_tcGen ivector ( 125 0 0 ) ( 0 125 0 )
}
This bit:
textures/Training_v2/terrain_base
{
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_lightmapsize 512 512
q3map_tcGen ivector ( 125 0 0 ) ( 0 125 0 )
}
should be at the very beginning of your terrain shader file, not at the very end…
You need to ‘fix’ your terrain shader - the standard one from easygen is ‘messed up’ . I know there is a link somewhere on how to change the shader to the correct ‘form’
hmm, never heard of that, anyone else ?? please post link if you find it … or explain me some more … tnx
Anyone know what to do with mine?
textures/NStronghold/terrain_0
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/grass_dense1.tga
rgbGen vertex
tcmod scale 0.333 0.333
}
}
textures/NStronghold/terrain_1
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/sand_bubbles_bright.tga
rgbGen vertex
tcmod scale 0.333 0.333
}
}
textures/NStronghold/terrain_2
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/rock_grayvar.tga
rgbGen vertex
tcmod scale 0.333 0.333
}
}
textures/NStronghold/terrain_3
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/master_grass_dirt3.tga
rgbGen vertex
tcmod scale 0.333 0.333
}
}
textures/NStronghold/terrain_4
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/rocky_sand.tga
rgbGen vertex
tcmod scale 0.333 0.333
}
}
textures/NStronghold/terrain_5
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/egypt_floor_sd/sandygrass_b.tga
rgbGen vertex
tcmod scale 0.333 0.333
}
}
textures/NStronghold/terrain_0to1
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/grass_dense1.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
}
{
map textures/temperate_sd/sand_bubbles_bright.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
textures/NStronghold/terrain_0to2
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/grass_dense1.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
}
{
map textures/temperate_sd/rock_grayvar.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
textures/NStronghold/terrain_0to3
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/grass_dense1.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
}
{
map textures/temperate_sd/master_grass_dirt3.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
textures/NStronghold/terrain_0to4
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/grass_dense1.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
}
{
map textures/temperate_sd/rocky_sand.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
textures/NStronghold/terrain_0to5
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/grass_dense1.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
}
{
map textures/egypt_floor_sd/sandygrass_b.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
textures/NStronghold/terrain_1to2
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/sand_bubbles_bright.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
}
{
map textures/temperate_sd/rock_grayvar.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
textures/NStronghold/terrain_1to3
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/sand_bubbles_bright.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
}
{
map textures/temperate_sd/master_grass_dirt3.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
textures/NStronghold/terrain_1to4
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/sand_bubbles_bright.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
}
{
map textures/temperate_sd/rocky_sand.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
textures/NStronghold/terrain_1to5
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/sand_bubbles_bright.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
}
{
map textures/egypt_floor_sd/sandygrass_b.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
textures/NStronghold/terrain_2to3
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/rock_grayvar.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
}
{
map textures/temperate_sd/master_grass_dirt3.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
textures/NStronghold/terrain_2to4
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/rock_grayvar.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
}
{
map textures/temperate_sd/rocky_sand.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
textures/NStronghold/terrain_2to5
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/rock_grayvar.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
}
{
map textures/egypt_floor_sd/sandygrass_b.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
textures/NStronghold/terrain_3to4
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/master_grass_dirt3.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
}
{
map textures/temperate_sd/rocky_sand.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
textures/NStronghold/terrain_3to5
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/master_grass_dirt3.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
}
{
map textures/egypt_floor_sd/sandygrass_b.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
textures/NStronghold/terrain_4to5
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/rocky_sand.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
}
{
map textures/egypt_floor_sd/sandygrass_b.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.333 0.333
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
textures/NStronghold/terrain.vertex
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/grass_dense1.tga
rgbGen vertex
tcmod scale 0.333 0.333
}
}

Tnx the wanderer, can u explain why i can delete step 1, and why 512 in step 2 ?
The changes we make in the shader, do i need to recompile the map to see changed effects ?
so now i have :
textures/Training_v2/terrain_base
{
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_lightmapsize 512 512
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}
textures/Training_v2/terrain_0
{
q3map_baseshader textures/Training_v2/terrain_base
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/desert_sd/rock_edged_smooth.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/Training_v2/terrain_1
{
q3map_baseshader textures/Training_v2/terrain_base
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/desert_sd/sand_wave_desert.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/Training_v2/terrain_0to1
{
q3map_baseshader textures/Training_v2/terrain_base
{
map textures/desert_sd/rock_edged_smooth.tga
}
{
map textures/desert_sd/sand_wave_desert.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
Here is part of my shader. I do have the tcmodscale value in…
//====================================================================================
// terrain shaders
//====================================================================================
textures/v2_factory/terrain_base
{
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_lightmapsize 512 512
//q3map_normalimage textures/sd_bumpmaps/normalmap_terrain.tga
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
q3map_forceMeta
q3map_nonPlanar
q3map_shadeAngle 180
}
textures/v2_factory/terrain_0
{
qer_editorimage textures/temperate_sd/master_grass_dirt3.tga
q3map_baseshader textures/v2_factory/terrain_base
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/master_grass_dirt3.tga
rgbGen identity
}
{
lightmap $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
{
map textures/detail_sd/snowdetail.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbgen identity
tcMod scale 5 5
detail
}
}
textures/v2_factory/terrain_1
{
qer_editorimage textures/temperate_sd/rocky_sand.tga
q3map_baseshader textures/v2_factory/terrain_base
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/temperate_sd/rocky_sand.tga
rgbGen identity
}
{
lightmap $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
{
map textures/detail_sd/snowdetail.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbgen identity
tcMod scale 5 5
detail
}
}
.
.
.
whats your point mean mustard ??? how does that asnwser my questions to the wanderer !
@Darklandz
the tcmod scale command scales your textures at runtime which in this case is completely unnecessary.
The q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) command is telling q3map2 to map the textures every 512 units in the x and y direction in stead of 125 which you had before. This is also why the tcmod scale is useless because you can use q3map_tcGen ivector to decide the scale of your textures. And yes you need to recompile to see the changes.
Very useful link:http://shaderlab.com/q3map2/shader_manual/
@Mr_Tickles
you’re using vertex lit terrain which is bad cause you’ll have no shadows.
use the following as your easygen templates:
Save this as wolfet_vertexremap.shader in easygen/templates
textures/%METASHADER_NAME%_base
{
q3map_nonPlanar
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}
Save this as wolfet_noblend.shader in easygen/templates
textures/%METASHADER_NAME%_%I%
{
q3map_baseshader textures/%METASHADER_NAME%_base
qer_editorimage %TEXTURE_I_MAP%
surfaceparm landmine
surfaceparm grasssteps
{
map %TEXTURE_I_MAP%
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
Save this as wolfet_blend.shader in easygen/templates
textures/%METASHADER_NAME%_%I%to%J%
{
q3map_baseshader textures/%METASHADER_NAME%_base
qer_editorimage %TEXTURE_I_MAP%
surfaceparm landmine
surfaceparm grasssteps
{
map %TEXTURE_I_MAP%
}
{
map %TEXTURE_J_MAP%
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
when exporting in easygen select wolfet as the shader template to use
whats your point mean mustard ??? how does that asnwser my questions to the wanderer !
I posted my shader to show an example for you and Mr. Tickles. I find it easier sometimes to see an example then to just read an explanation. And I was answering your reply to my post
Without the tcMod scale 5 5, my terrain looks like yours.
Good luck with your terrain
@Wanderer, Ok, I did all that, exported it from easygen (had to add it to the templates list first), the resulting file is 13KB, but when I open it, there’s nothing there.
I didn’t alter the code at all, was I supposed to replace anything with the name of my map?
Yes I forgot to tell you…you have to add the word wolfet to the templatelist.txt file.
you’re not supposed to replace anything on the templates though.
On your easygen export dialog box ther’s a preview button.
If you click it it shoud give you a preview of your shader. Check it out and see if you get anything.