Sorry MadJack, completely missed your post, must’ve taken ages over replying to Shazmax’s
Yeah, the terrain_base is at the top, and it does seem to have made a difference with the landscape, but I’m having the same problem as the thread starter Darklandz. The textures are too small and so repeating too often. I tried using the +/- keys and that worked well in the easygen display, but on exporting the meta-shader, there was no change to the map. I’m just wondering how to get that effect transferred from easygen to the map.
Here’s the shader:
textures/NStronghold/terrain_base
{
q3map_nonPlanar
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}
textures/NStronghold/terrain_0
{
q3map_baseshader textures/NStronghold/terrain_base
qer_editorimage textures/temperate_sd/grass_dense1.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/grass_dense1.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/NStronghold/terrain_1
{
q3map_baseshader textures/NStronghold/terrain_base
qer_editorimage textures/temperate_sd/sand_bubbles_bright.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/sand_bubbles_bright.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/NStronghold/terrain_2
{
q3map_baseshader textures/NStronghold/terrain_base
qer_editorimage textures/temperate_sd/rock_grayvar.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/rock_grayvar.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/NStronghold/terrain_3
{
q3map_baseshader textures/NStronghold/terrain_base
qer_editorimage textures/temperate_sd/master_grass_dirt3.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/master_grass_dirt3.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/NStronghold/terrain_4
{
q3map_baseshader textures/NStronghold/terrain_base
qer_editorimage textures/temperate_sd/rocky_sand.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/rocky_sand.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/NStronghold/terrain_5
{
q3map_baseshader textures/NStronghold/terrain_base
qer_editorimage textures/temperate_sd/grass_path1.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/grass_path1.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/NStronghold/terrain_0to1
{
q3map_baseshader textures/NStronghold/terrain_base
qer_editorimage textures/temperate_sd/grass_dense1.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/grass_dense1.tga
}
{
map textures/temperate_sd/sand_bubbles_bright.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/NStronghold/terrain_0to2
{
q3map_baseshader textures/NStronghold/terrain_base
qer_editorimage textures/temperate_sd/grass_dense1.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/grass_dense1.tga
}
{
map textures/temperate_sd/rock_grayvar.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/NStronghold/terrain_0to3
{
q3map_baseshader textures/NStronghold/terrain_base
qer_editorimage textures/temperate_sd/grass_dense1.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/grass_dense1.tga
}
{
map textures/temperate_sd/master_grass_dirt3.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/NStronghold/terrain_0to4
{
q3map_baseshader textures/NStronghold/terrain_base
qer_editorimage textures/temperate_sd/grass_dense1.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/grass_dense1.tga
}
{
map textures/temperate_sd/rocky_sand.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/NStronghold/terrain_0to5
{
q3map_baseshader textures/NStronghold/terrain_base
qer_editorimage textures/temperate_sd/grass_dense1.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/grass_dense1.tga
}
{
map textures/temperate_sd/grass_path1.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/NStronghold/terrain_1to2
{
q3map_baseshader textures/NStronghold/terrain_base
qer_editorimage textures/temperate_sd/sand_bubbles_bright.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/sand_bubbles_bright.tga
}
{
map textures/temperate_sd/rock_grayvar.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/NStronghold/terrain_1to3
{
q3map_baseshader textures/NStronghold/terrain_base
qer_editorimage textures/temperate_sd/sand_bubbles_bright.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/sand_bubbles_bright.tga
}
{
map textures/temperate_sd/master_grass_dirt3.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/NStronghold/terrain_1to4
{
q3map_baseshader textures/NStronghold/terrain_base
qer_editorimage textures/temperate_sd/sand_bubbles_bright.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/sand_bubbles_bright.tga
}
{
map textures/temperate_sd/rocky_sand.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/NStronghold/terrain_1to5
{
q3map_baseshader textures/NStronghold/terrain_base
qer_editorimage textures/temperate_sd/sand_bubbles_bright.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/sand_bubbles_bright.tga
}
{
map textures/temperate_sd/grass_path1.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/NStronghold/terrain_2to3
{
q3map_baseshader textures/NStronghold/terrain_base
qer_editorimage textures/temperate_sd/rock_grayvar.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/rock_grayvar.tga
}
{
map textures/temperate_sd/master_grass_dirt3.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/NStronghold/terrain_2to4
{
q3map_baseshader textures/NStronghold/terrain_base
qer_editorimage textures/temperate_sd/rock_grayvar.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/rock_grayvar.tga
}
{
map textures/temperate_sd/rocky_sand.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/NStronghold/terrain_2to5
{
q3map_baseshader textures/NStronghold/terrain_base
qer_editorimage textures/temperate_sd/rock_grayvar.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/rock_grayvar.tga
}
{
map textures/temperate_sd/grass_path1.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/NStronghold/terrain_3to4
{
q3map_baseshader textures/NStronghold/terrain_base
qer_editorimage textures/temperate_sd/master_grass_dirt3.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/master_grass_dirt3.tga
}
{
map textures/temperate_sd/rocky_sand.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/NStronghold/terrain_3to5
{
q3map_baseshader textures/NStronghold/terrain_base
qer_editorimage textures/temperate_sd/master_grass_dirt3.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/master_grass_dirt3.tga
}
{
map textures/temperate_sd/grass_path1.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/NStronghold/terrain_4to5
{
q3map_baseshader textures/NStronghold/terrain_base
qer_editorimage textures/temperate_sd/rocky_sand.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/rocky_sand.tga
}
{
map textures/temperate_sd/grass_path1.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
Do I have to add tcmod scale to every part?