Ok, these are the shaders I d need to modify according to Detoeni. I tried to use an implicitmap on them, taking the blitz_sd_body_mm script as an example. For this I copied the sections from the models_mapobjects.shader into my own shader, changing them (the original settings are behind the //)
Now I get the well known orange-black-pattern on the trucks and windows of the trucks… can anybody plz tell me exactly what to put in where and how to get this issue working?
This is what I put into the shader of my map:
models/mapobjects/blitz_sd/blitz_sd_body
{
qer_editorimage models/mapobjects/blitz_sd/blitz_sd.tga
{
map models/mapobjects/blitz_sd/blitz_sd.tga
implicitMap models/mapobjects/blitz_sd/blitz_sd.tga //rgbgen lightingDiffuse
}
}
models/mapobjects/blitz_sd/blitz_sd_windows
{
qer_editorimage models/mapobjects/blitz_sd/blitz_sd.tga
{
map textures/effects/envmap_slate.tga
rgbGen lightingdiffuse //implicitMap models/mapobjects/blitz_sd/blitz_sd.tga
tcGen environment
}
{
map models/mapobjects/blitz_sd/blitz_sd.tga
blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
rgbgen lightingDiffuse
}
}
models/mapobjects/blitz_sd/blitz_sd_windows_mm
{
qer_editorimage models/mapobjects/blitz_sd/blitz_sd.tga
{
map textures/effects/envmap_slate.tga
implicitMap models/mapobjects/blitz_sd/blitz_sd.tga //rgbGen lightingdiffuse
tcGen environment
}
{
map models/mapobjects/blitz_sd/blitz_sd.tga
blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
rgbgen lightingdiffuse
}
}
models/mapobjects/blitz_sd/blitz_sd_windows_s
{
qer_editorimage models/mapobjects/blitz_sd/blitz_sd_s.tga
{
map textures/effects/envmap_slate.tga
implicitMap models/mapobjects/blitz_sd/blitz_sd_s.tga //rgbGen lightingdiffuse
tcGen environment
}
{
map models/mapobjects/blitz_sd/blitz_sd_s.tga
blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
rgbgen lightingDiffuse
}
}
@ Detoeni: Your truck works perfect as misc_gamemodel. How do I get the windows looking right when I use the model as misc_model? Also, how much does one standard truck (body, box, 4 wheels) add to a map in tris/polycount? I d say its quite a bit, isn’t it?