Look how ugly my terrain looks


(Mr_Tickles) #21

Ok, I did get quite a lot from the preview, thank you. Should I just copy this into the meta-shader file then even if it doesn’t export anything?

I get a lot of ‘/par’ s in the preview, are these meant to be copied across aswell? Only reason i’m asking is that they look a bit like paragraph formatting or carriage return statements…


(The Wanderer) #22

No …you shouldn’t have two or more / in a row anywhere.

Try this: Fill in all the fields in the export dialog box BEFORE you select wolfet from the template choices.
Then after you select wolfet check the preview again.
The reason why I say this is because easygen has some issues if you select wolfet before you filled in all the fields.
Selecting the template type and previewing it should be the last step.


(Mr_Tickles) #23

I compiled and got the holodeck…
This is what I got from the preview:

{\rtf1\ansi\ansicpg1252\deff0\deflang2057{\fonttbl{\f0\fswiss\fcharset0 Arial{\*\generator Msftedit 5.41.15.1503\{\par
   q3map_baseshader textures/Tickledom/terrain_base\par
   qer_editorimage textures/temperate_sd/grass_dense1.tga\par
   surfaceparm landmine\par
   surfaceparm grasssteps\par
   \{\par
      map textures/temperate_sd/grass_dense1.tga\par
   \}\par
   \{\par
      map $lightmap\par
      blendFunc GL_DST_COLOR GL_ZERO\par
   \}\par
\}\par
}


{\rtf1\ansi\ansicpg1252\deff0\deflang2057{\fonttbl{\f0\fswiss\fcharset0 Arial{\*\generator Msftedit 5.41.15.1503\{\par
   q3map_baseshader textures/Tickledom/terrain_base\par
   qer_editorimage textures/temperate_sd/sand_bubbles_bright.tga\par
   surfaceparm landmine\par
   surfaceparm grasssteps\par
   \{\par
      map textures/temperate_sd/sand_bubbles_bright.tga\par
   \}\par
   \{\par
      map $lightmap\par
      blendFunc GL_DST_COLOR GL_ZERO\par
   \}\par
\}\par
}


{\rtf1\ansi\ansicpg1252\deff0\deflang2057{\fonttbl{\f0\fswiss\fcharset0 Arial{\*\generator Msftedit 5.41.15.1503\{\par
   q3map_baseshader textures/Tickledom/terrain_base\par
   qer_editorimage textures/temperate_sd/rock_grayvar.tga\par
   surfaceparm landmine\par
   surfaceparm grasssteps\par
   \{\par
      map textures/temperate_sd/rock_grayvar.tga\par
   \}\par
   \{\par
      map $lightmap\par
      blendFunc GL_DST_COLOR GL_ZERO\par
   \}\par
\}\par
}


{\rtf1\ansi\ansicpg1252\deff0\deflang2057{\fonttbl{\f0\fswiss\fcharset0 Arial{\*\generator Msftedit 5.41.15.1503\{\par
   q3map_baseshader textures/Tickledom/terrain_base\par
   qer_editorimage textures/temperate_sd/master_grass_dirt3.tga\par
   surfaceparm landmine\par
   surfaceparm grasssteps\par
   \{\par
      map textures/temperate_sd/master_grass_dirt3.tga\par
   \}\par
   \{\par
      map $lightmap\par
      blendFunc GL_DST_COLOR GL_ZERO\par
   \}\par
\}\par
}


{\rtf1\ansi\ansicpg1252\deff0\deflang2057{\fonttbl{\f0\fswiss\fcharset0 Arial{\*\generator Msftedit 5.41.15.1503\{\par
   q3map_baseshader textures/Tickledom/terrain_base\par
   qer_editorimage textures/temperate_sd/rocky_sand.tga\par
   surfaceparm landmine\par
   surfaceparm grasssteps\par
   \{\par
      map textures/temperate_sd/rocky_sand.tga\par
   \}\par
   \{\par
      map $lightmap\par
      blendFunc GL_DST_COLOR GL_ZERO\par
   \}\par
\}\par
}


{\rtf1\ansi\ansicpg1252\deff0\deflang2057{\fonttbl{\f0\fswiss\fcharset0 Arial{\*\generator Msftedit 5.41.15.1503\{\par
   q3map_baseshader textures/Tickledom/terrain_base\par
   qer_editorimage textures/temperate_sd/grass_path1.tga\par
   surfaceparm landmine\par
   surfaceparm grasssteps\par
   \{\par
      map textures/temperate_sd/grass_path1.tga\par
   \}\par
   \{\par
      map $lightmap\par
      blendFunc GL_DST_COLOR GL_ZERO\par
   \}\par
\}\par
}


{\rtf1\ansi\ansicpg1252\deff0\deflang2057{\fonttbl{\f0\fswiss\fcharset0 Arial{\*\generator Msftedit 5.41.15.1503\{\par
   q3map_baseshader textures/Tickledom/terrain_base\par
   qer_editorimage textures/temperate_sd/grass_dense1.tga\par
   surfaceparm landmine\par
   surfaceparm grasssteps\par
   \{\par
      map textures/temperate_sd/grass_dense1.tga\par
   \}\par
   \{\par
      map textures/temperate_sd/sand_bubbles_bright.tga\par
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\par
      alphaGen vertex\par
   \}\par
   \{\par
      map $lightmap\par
      blendFunc GL_DST_COLOR GL_ZERO\par
   \}\par
\}\par
}


{\rtf1\ansi\ansicpg1252\deff0\deflang2057{\fonttbl{\f0\fswiss\fcharset0 Arial{\*\generator Msftedit 5.41.15.1503\{\par
   q3map_baseshader textures/Tickledom/terrain_base\par
   qer_editorimage textures/temperate_sd/grass_dense1.tga\par
   surfaceparm landmine\par
   surfaceparm grasssteps\par
   \{\par
      map textures/temperate_sd/grass_dense1.tga\par
   \}\par
   \{\par
      map textures/temperate_sd/rock_grayvar.tga\par
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\par
      alphaGen vertex\par
   \}\par
   \{\par
      map $lightmap\par
      blendFunc GL_DST_COLOR GL_ZERO\par
   \}\par
\}\par
}


{\rtf1\ansi\ansicpg1252\deff0\deflang2057{\fonttbl{\f0\fswiss\fcharset0 Arial{\*\generator Msftedit 5.41.15.1503\{\par
   q3map_baseshader textures/Tickledom/terrain_base\par
   qer_editorimage textures/temperate_sd/grass_dense1.tga\par
   surfaceparm landmine\par
   surfaceparm grasssteps\par
   \{\par
      map textures/temperate_sd/grass_dense1.tga\par
   \}\par
   \{\par
      map textures/temperate_sd/master_grass_dirt3.tga\par
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\par
      alphaGen vertex\par
   \}\par
   \{\par
      map $lightmap\par
      blendFunc GL_DST_COLOR GL_ZERO\par
   \}\par
\}\par
}


{\rtf1\ansi\ansicpg1252\deff0\deflang2057{\fonttbl{\f0\fswiss\fcharset0 Arial{\*\generator Msftedit 5.41.15.1503\{\par
   q3map_baseshader textures/Tickledom/terrain_base\par
   qer_editorimage textures/temperate_sd/grass_dense1.tga\par
   surfaceparm landmine\par
   surfaceparm grasssteps\par
   \{\par
      map textures/temperate_sd/grass_dense1.tga\par
   \}\par
   \{\par
      map textures/temperate_sd/rocky_sand.tga\par
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\par
      alphaGen vertex\par
   \}\par
   \{\par
      map $lightmap\par
      blendFunc GL_DST_COLOR GL_ZERO\par
   \}\par
\}\par
}


{\rtf1\ansi\ansicpg1252\deff0\deflang2057{\fonttbl{\f0\fswiss\fcharset0 Arial{\*\generator Msftedit 5.41.15.1503\{\par
   q3map_baseshader textures/Tickledom/terrain_base\par
   qer_editorimage textures/temperate_sd/grass_dense1.tga\par
   surfaceparm landmine\par
   surfaceparm grasssteps\par
   \{\par
      map textures/temperate_sd/grass_dense1.tga\par
   \}\par
   \{\par
      map textures/temperate_sd/grass_path1.tga\par
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\par
      alphaGen vertex\par
   \}\par
   \{\par
      map $lightmap\par
      blendFunc GL_DST_COLOR GL_ZERO\par
   \}\par
\}\par
}


{\rtf1\ansi\ansicpg1252\deff0\deflang2057{\fonttbl{\f0\fswiss\fcharset0 Arial{\*\generator Msftedit 5.41.15.1503\{\par
   q3map_baseshader textures/Tickledom/terrain_base\par
   qer_editorimage textures/temperate_sd/sand_bubbles_bright.tga\par
   surfaceparm landmine\par
   surfaceparm grasssteps\par
   \{\par
      map textures/temperate_sd/sand_bubbles_bright.tga\par
   \}\par
   \{\par
      map textures/temperate_sd/rock_grayvar.tga\par
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\par
      alphaGen vertex\par
   \}\par
   \{\par
      map $lightmap\par
      blendFunc GL_DST_COLOR GL_ZERO\par
   \}\par
\}\par
}


{\rtf1\ansi\ansicpg1252\deff0\deflang2057{\fonttbl{\f0\fswiss\fcharset0 Arial{\*\generator Msftedit 5.41.15.1503\{\par
   q3map_baseshader textures/Tickledom/terrain_base\par
   qer_editorimage textures/temperate_sd/sand_bubbles_bright.tga\par
   surfaceparm landmine\par
   surfaceparm grasssteps\par
   \{\par
      map textures/temperate_sd/sand_bubbles_bright.tga\par
   \}\par
   \{\par
      map textures/temperate_sd/master_grass_dirt3.tga\par
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\par
      alphaGen vertex\par
   \}\par
   \{\par
      map $lightmap\par
      blendFunc GL_DST_COLOR GL_ZERO\par
   \}\par
\}\par
}


{\rtf1\ansi\ansicpg1252\deff0\deflang2057{\fonttbl{\f0\fswiss\fcharset0 Arial{\*\generator Msftedit 5.41.15.1503\{\par
   q3map_baseshader textures/Tickledom/terrain_base\par
   qer_editorimage textures/temperate_sd/sand_bubbles_bright.tga\par
   surfaceparm landmine\par
   surfaceparm grasssteps\par
   \{\par
      map textures/temperate_sd/sand_bubbles_bright.tga\par
   \}\par
   \{\par
      map textures/temperate_sd/rocky_sand.tga\par
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\par
      alphaGen vertex\par
   \}\par
   \{\par
      map $lightmap\par
      blendFunc GL_DST_COLOR GL_ZERO\par
   \}\par
\}\par
}


{\rtf1\ansi\ansicpg1252\deff0\deflang2057{\fonttbl{\f0\fswiss\fcharset0 Arial{\*\generator Msftedit 5.41.15.1503\{\par
   q3map_baseshader textures/Tickledom/terrain_base\par
   qer_editorimage textures/temperate_sd/sand_bubbles_bright.tga\par
   surfaceparm landmine\par
   surfaceparm grasssteps\par
   \{\par
      map textures/temperate_sd/sand_bubbles_bright.tga\par
   \}\par
   \{\par
      map textures/temperate_sd/grass_path1.tga\par
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\par
      alphaGen vertex\par
   \}\par
   \{\par
      map $lightmap\par
      blendFunc GL_DST_COLOR GL_ZERO\par
   \}\par
\}\par
}


{\rtf1\ansi\ansicpg1252\deff0\deflang2057{\fonttbl{\f0\fswiss\fcharset0 Arial{\*\generator Msftedit 5.41.15.1503\{\par
   q3map_baseshader textures/Tickledom/terrain_base\par
   qer_editorimage textures/temperate_sd/rock_grayvar.tga\par
   surfaceparm landmine\par
   surfaceparm grasssteps\par
   \{\par
      map textures/temperate_sd/rock_grayvar.tga\par
   \}\par
   \{\par
      map textures/temperate_sd/master_grass_dirt3.tga\par
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\par
      alphaGen vertex\par
   \}\par
   \{\par
      map $lightmap\par
      blendFunc GL_DST_COLOR GL_ZERO\par
   \}\par
\}\par
}


{\rtf1\ansi\ansicpg1252\deff0\deflang2057{\fonttbl{\f0\fswiss\fcharset0 Arial{\*\generator Msftedit 5.41.15.1503\{\par
   q3map_baseshader textures/Tickledom/terrain_base\par
   qer_editorimage textures/temperate_sd/rock_grayvar.tga\par
   surfaceparm landmine\par
   surfaceparm grasssteps\par
   \{\par
      map textures/temperate_sd/rock_grayvar.tga\par
   \}\par
   \{\par
      map textures/temperate_sd/rocky_sand.tga\par
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\par
      alphaGen vertex\par
   \}\par
   \{\par
      map $lightmap\par
      blendFunc GL_DST_COLOR GL_ZERO\par
   \}\par
\}\par
}


{\rtf1\ansi\ansicpg1252\deff0\deflang2057{\fonttbl{\f0\fswiss\fcharset0 Arial{\*\generator Msftedit 5.41.15.1503\{\par
   q3map_baseshader textures/Tickledom/terrain_base\par
   qer_editorimage textures/temperate_sd/rock_grayvar.tga\par
   surfaceparm landmine\par
   surfaceparm grasssteps\par
   \{\par
      map textures/temperate_sd/rock_grayvar.tga\par
   \}\par
   \{\par
      map textures/temperate_sd/grass_path1.tga\par
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\par
      alphaGen vertex\par
   \}\par
   \{\par
      map $lightmap\par
      blendFunc GL_DST_COLOR GL_ZERO\par
   \}\par
\}\par
}


{\rtf1\ansi\ansicpg1252\deff0\deflang2057{\fonttbl{\f0\fswiss\fcharset0 Arial{\*\generator Msftedit 5.41.15.1503\{\par
   q3map_baseshader textures/Tickledom/terrain_base\par
   qer_editorimage textures/temperate_sd/master_grass_dirt3.tga\par
   surfaceparm landmine\par
   surfaceparm grasssteps\par
   \{\par
      map textures/temperate_sd/master_grass_dirt3.tga\par
   \}\par
   \{\par
      map textures/temperate_sd/rocky_sand.tga\par
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\par
      alphaGen vertex\par
   \}\par
   \{\par
      map $lightmap\par
      blendFunc GL_DST_COLOR GL_ZERO\par
   \}\par
\}\par
}


{\rtf1\ansi\ansicpg1252\deff0\deflang2057{\fonttbl{\f0\fswiss\fcharset0 Arial{\*\generator Msftedit 5.41.15.1503\{\par
   q3map_baseshader textures/Tickledom/terrain_base\par
   qer_editorimage textures/temperate_sd/master_grass_dirt3.tga\par
   surfaceparm landmine\par
   surfaceparm grasssteps\par
   \{\par
      map textures/temperate_sd/master_grass_dirt3.tga\par
   \}\par
   \{\par
      map textures/temperate_sd/grass_path1.tga\par
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\par
      alphaGen vertex\par
   \}\par
   \{\par
      map $lightmap\par
      blendFunc GL_DST_COLOR GL_ZERO\par
   \}\par
\}\par
}


{\rtf1\ansi\ansicpg1252\deff0\deflang2057{\fonttbl{\f0\fswiss\fcharset0 Arial{\*\generator Msftedit 5.41.15.1503\{\par
   q3map_baseshader textures/Tickledom/terrain_base\par
   qer_editorimage textures/temperate_sd/rocky_sand.tga\par
   surfaceparm landmine\par
   surfaceparm grasssteps\par
   \{\par
      map textures/temperate_sd/rocky_sand.tga\par
   \}\par
   \{\par
      map textures/temperate_sd/grass_path1.tga\par
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\par
      alphaGen vertex\par
   \}\par
   \{\par
      map $lightmap\par
      blendFunc GL_DST_COLOR GL_ZERO\par
   \}\par
\}\par
}


{\rtf1\ansi\ansicpg1252\deff0\deflang2057{\fonttbl{\f0\fswiss\fcharset0 Arial{\*\generator Msftedit 5.41.15.1503\{\par
   q3map_nonPlanar\par
   q3map_lightmapaxis z\par
   q3map_lightmapmergable\par
   q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )\par
\} \par
}

Make any sense to you?


(The Wanderer) #24

lol whoa… what the hell is that.
Sorry man I have no clue what’s doing that.
Maybe there are some invisible characters in your templates(probably inserted when you copied them from the forum)??? :???:
Visit the easygen sitehttp://digilander.libero.it/ilbanca/ and download their wolfet templates.
They’re pretty much the same as the one I posted except for the wolfet_vertexremap.shader which has one line different(guess you can change that yourself manually and you shoud cause theirs is wrong)


(Mr_Tickles) #25

Lol, ok, will let you know what’s happening once that’s all done :smiley:

Ok, this is the shader now,

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/temperate_sd/grass_path1.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/temperate_sd/grass_path1.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/temperate_sd/grass_path1.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/temperate_sd/grass_path1.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/temperate_sd/grass_path1.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/temperate_sd/grass_path1.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
	}
}

It’s in the middle of compiling now.

But I still don’t seem to have a terrain_base as MadJack pointed out. Do I need it?


(The Wanderer) #26

isn’t that the same shader as before?
Like I said…it’s vertex lit which means you’ll never have anything cast shadows on your terrain. Trust me…it does not look good.
If you can’t use the templates I posted than at least use the ones from the easygen site i posted earlier(these)
but DON’T use the one you currently have because it won’t look good.


(Mr_Tickles) #27

Hmmm, yeah, I thought that too, but that’s how it came out. I downloaded the template files, re-exported the shader and that’s what I got. I’ll try restarting the computer to make sure that things get reset and the new files are used… I’ll post in a bit when I’ve tried it all again.


(Mr_Tickles) #28

Ahh Ha! I now have a terrain_base at the bottom of the lot :slight_smile:

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
	}
}

textures/NStronghold/terrain_base
{
	q3map_nonPlanar
	q3map_lightmapaxis z
	q3map_lightmapmergable
	q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}

This any better?


(The Wanderer) #29

move this

textures/Tickledom/terrain_base 
{ 
   q3map_nonPlanar 
   q3map_lightmapaxis z 
   q3map_lightmapmergable 
   q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) 
}

at the top of the file and you’re done


(Mr_Tickles) #30

Woohoo! Thanks a lot! :):):slight_smile: :smiley:

Sorry if i’ve hijacked your thread a bit too much Darklandz. I hope this helped you aswell.


(MadJack) #31

Just to make sure I checked my terrain shaders… I’ve got bot terrain_base and terrain.vertex :eek: removing the vertex … hhhrrrmmmmm


(Darklandz) #32

No prob Mr Tickles, we are here to learn and help :slight_smile:


(Mr_Tickles) #33

Hey, just bringing this thread back for a bit seen as though it’s probably more appropriate to post this here.

I’ve used the + - keys on the keypad to alter the texture size and it works very nicely in Easygen, and if you hold them down, it can be quite an interesting effect, but completely pointless. Anyway, the problem is… when I try to export the new metashader with the enlarged textures, the shader remains the same and doesn’t alter the size in game. I know it can’t be the alphamap because that’s just the key to where all the textures appear on the surface. I’m pretty sure it ain’t the .map file because that just exports the brush shapes (and to be honest would be very annoying if it is seen as though the map would have to be started again). So, it must be the metashader. After I press the + - keys, do I have to press something else to “Apply” the effect, or is it just ready to go from there?


(shazmax) #34

Its ready to go from there - Easygen is finicky, so make sure you do all the other appropriate steps as before such as:

  • make sure wolf et is selected for compile
  • make sure you preview your shader file and all is correct
  • resave your shader file
  • export your map, overwriting the previous map in its location

Open in gtkradiant

-modify the skybox
-set no_infoplayerdeathmatch
-set the team spawns
-set coords for max and min

compile - test - view - have fun!
(I did this without opening up Easygen so if I got somethings confused its cuz I’m lazy right now, sorry)


(MadJack) #35

Alphamap will only delimit the area of each texture. Not its size.

As I was said right after that line you quoted, move the terrain_base part of the terrain shader that easygen put at the end and move it at the beginning of the terrain shader, before all terrain related parts.

This is a known problem with easygen and the reason it doesn’t work is because the terrain shader reference the terrain_base as a starting point and since that starting point is at the end, when it tries to use it, it’s nonexistant.

Basically you should have something like that:


terrain_base
{
   Stuff to all terrain part
}

terrain_1
{
   first texture stuff
}

terrain_2
{
    2nd texture stuff
}

Etc...


(Mr_Tickles) #36

Please tell me I don’t have to re-save my map, I’ve already started building on it. :frowning:

The alterations that were mentioned earlier in this thread, i.e. getting the new wolfet templates, changing the place of the terrain_base, only operated on the shader nothing else. Surely it’s just a problem with the metashader not saving the enlarged textures… Oh well, I’ll go test it out then edit this post.


(MadJack) #37

Post your terrain shader if it doesn’t work.


(Mr_Tickles) #38

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?


(MadJack) #39

Here’s what mine looks like.


textures/Ebe/terrain_base
{
	nopicmip
	q3map_lightmapaxis z
	q3map_lightmapmergable
	q3map_lightmapsamplesize 32
	q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}

textures/Ebe/terrain_0 
{ 
	q3map_baseshader textures/Ebe/terrain_base 
	surfaceparm grasssteps
	surfaceparm landmine
   { 
      map textures/temperate_sd/grass_dense1.tga 
   } 
   { 
      map $lightmap 
      blendFunc GL_DST_COLOR GL_ZERO 
   } 
}

The important entry is the tcGen ivector() it’s the one that will scale the texture. The params as they are should work but it all depends on the original size of the texture you are using for your terrain. You can try 256 instead of 512 and see what it does. You don’t have to recompile the whola map, just a vid_restart should properly display the changes you make to ivector iirc.

As you can see with the second part (terrain_0) I don’t have to change the texture size but if you’d have to you’d have to use tcGen vector and use an inverse proportion thingie… I’m sorry since I’ve never used it I don’t really know how to use it…

Try that and let us know.


(MadJack) #40

You shouldn’t have to use tcMod. Maybe try 1024 instead of 512?

You posted your shader while I was writing my reply :S oh well…

Huh… the way I see how your shader is set shouldn’t give that texture problem… I don’t see anything wrong with it… confused