omq, blood


(Arkon) #1

Well, I thought my last thread would be the last for this map/mod.

Well my terrain works, my foghull works. No problems with that. Heres the problem. I downloaded a blood mod. Blood+ . Which is a bit to gory and I’m going to toan down for my personal uses later. But heres the problem. Though it works on textures, leaving puddles on the ground. But on my terrain, and therefor my terrain shader. It looks as if it fall right through leaving nothing.

Heres the blood shader


gfx/blood/drops_big
{
q3map_nolightmap
cull twosided
{
map gfx/blood/dropsbig
blendFunc GL_DST_COLOR GL_ONE_MINUS_SRC_ALPHA
}
}

gfx/blood/spat_big
{
polygonOffset
q3map_nolightmap
cull twosided
{
map gfx/blood/spatbig
blendFunc GL_DST_COLOR GL_ONE_MINUS_SRC_ALPHA
}
}

gfx/blood/drops_med
{
qer_editorimage gfx/blood/dropsbig
q3map_nolightmap
cull twosided
{
map gfx/blood/dropsmed
blendFunc GL_DST_COLOR GL_ONE_MINUS_SRC_ALPHA
}
}

gfx/blood/spat_med
{
qer_editorimage gfx/blood/spatbig
polygonOffset
q3map_nolightmap
cull twosided
{
map gfx/blood/spatmed
blendFunc GL_DST_COLOR GL_ONE_MINUS_SRC_ALPHA
}
}

gfx/blood/drops_small
{
qer_editorimage gfx/blood/dropsbig
q3map_nolightmap
cull twosided
{
map gfx/blood/dropssmall
blendFunc GL_DST_COLOR GL_ONE_MINUS_SRC_ALPHA
}
}

gfx/blood/spat_small
{
qer_editorimage gfx/blood/spatbig
polygonOffset
q3map_nolightmap
cull twosided
{
map gfx/blood/spattiny
blendFunc GL_DST_COLOR GL_ONE_MINUS_SRC_ALPHA
}
}

gfx/blood/drops_tiny
{
qer_editorimage gfx/blood/dropsbig
q3map_nolightmap
cull twosided
{
map gfx/blood/dropstiny
blendFunc GL_DST_COLOR GL_ONE_MINUS_SRC_ALPHA
}
}

gfx/blood/spat_tiny
{
qer_editorimage gfx/blood/spatbig
polygonOffset
q3map_nolightmap
cull twosided
{
map gfx/blood/spatsmall
blendFunc GL_DST_COLOR GL_ONE_MINUS_SRC_ALPHA
}
}

gfx/blood/spat_pool
{
qer_editorimage gfx/blood/spatbig
polygonOffset
q3map_nolightmap
cull twosided
{
map gfx/blood/spatpool
blendFunc GL_DST_COLOR GL_ONE_MINUS_SRC_ALPHA
}
}

gfx/blood/drops_pool
{
qer_editorimage gfx/blood/spatbig
polygonOffset
q3map_nolightmap
cull twosided
{
map gfx/blood/dropspool
blendFunc GL_DST_COLOR GL_ONE_MINUS_SRC_ALPHA
}
}


Heres the Terrain Shader


textures/japan_village/terrain_base
{
nopicmips
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}

textures/japan_village/terrain_0
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/rock_color.jpg
{
map textures/co-op/rock_color.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_1
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/yavin/rockwall.jpg
{
map textures/yavin/rockwall.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_2
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_3
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_4
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/yavin/dugdirt.jpg
{
map textures/yavin/dugdirt.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_5
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/yavin/mudside_b.jpg
{
map textures/yavin/mudside_b.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_6
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/temple_stonea_edit.jpg
{
map textures/co-op/temple_stonea_edit.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_0to1
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/rock_color.jpg
{
map textures/co-op/rock_color.jpg
}
{
map textures/yavin/rockwall.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_0to2
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/rock_color.jpg
{
map textures/co-op/rock_color.jpg
}
{
map textures/co-op/grass_bright3.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_0to3
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/rock_color.jpg
{
map textures/co-op/rock_color.jpg
}
{
map textures/co-op/grass_bright3.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_0to4
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/rock_color.jpg
{
map textures/co-op/rock_color.jpg
}
{
map textures/yavin/dugdirt.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_0to5
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/rock_color.jpg
{
map textures/co-op/rock_color.jpg
}
{
map textures/yavin/mudside_b.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_0to6
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/rock_color.jpg
{
map textures/co-op/rock_color.jpg
}
{
map textures/co-op/temple_stonea_edit.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_1to2
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/yavin/rockwall.jpg
{
map textures/yavin/rockwall.jpg
}
{
map textures/co-op/grass_bright3.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_1to3
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/yavin/rockwall.jpg
{
map textures/yavin/rockwall.jpg
}
{
map textures/co-op/grass_bright3.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_1to4
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/yavin/rockwall.jpg
{
map textures/yavin/rockwall.jpg
}
{
map textures/yavin/dugdirt.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_1to5
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/yavin/rockwall.jpg
{
map textures/yavin/rockwall.jpg
}
{
map textures/yavin/mudside_b.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_1to6
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/yavin/rockwall.jpg
{
map textures/yavin/rockwall.jpg
}
{
map textures/co-op/temple_stonea_edit.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_2to3
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map textures/co-op/grass_bright3.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_2to4
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map textures/yavin/dugdirt.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_2to5
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map textures/yavin/mudside_b.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_2to6
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map textures/co-op/temple_stonea_edit.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_3to4
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map textures/yavin/dugdirt.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_3to5
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map textures/yavin/mudside_b.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_3to6
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map textures/co-op/temple_stonea_edit.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_4to5
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/yavin/dugdirt.jpg
{
map textures/yavin/dugdirt.jpg
}
{
map textures/yavin/mudside_b.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_4to6
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/yavin/dugdirt.jpg
{
map textures/yavin/dugdirt.jpg
}
{
map textures/co-op/temple_stonea_edit.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_5to6
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/yavin/mudside_b.jpg
{
map textures/yavin/mudside_b.jpg
}
{
map textures/co-op/temple_stonea_edit.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}


any thoughts and ideas will be apreiated. Oh, and I won’t be able to reply until monday, I’m going on a little trip.


(Lil Killa) #2

I was having a broblem with my blended terrain not accpeting marks and not showing projectiles when the passed over the brushes… I gave up on that project due to some other problems with the map…


(Mr_Tickles) #3

Sick boy!

It could be a problem with the mod, so don’t bash your head about in a pair of pink slips … or should I say bloody pink slips, until you’ve had a look at that…


(ydnar) #4

Q3 engine games other than Enemy Territory do not support decal projections onto nonplanar geometry like terrain.

Thems the breaks, sorry…


(Arkon) #5

hmmm, could you define nonplanar. I’m not sure what it means, but I know that the blood decals do apear on slanted brushes. I fought once on a building I created with a slanted roof, and it worked just fine. So could you define “non-planar for me”


(Mr_Tickles) #6

Yep, non-planar is refering to two planes which are not in the same general plane as each other.

For example;
If you had two triangles next to each other, so two of their verteces were common, i.e. there is no seam between the triangles; and if these triangles had different slopes from each other, these would be non-planar.
If you had the same two triangles next to each other, with the same two verteces in common again, but they had the same slope, so if looked at, it appears that they could make up a square, or smooth quadrilateral surface, then this would not be non-planar, i.e. they would exist in the same plane.
However, if you had two triangles which had the same slope, next to each other, but didn’t have two verteces in common, a bit like steps, then these would be non-planar aswell. They would have the same gradient, but they would not exist within the same plane.

Another way of looking at it…
If you can draw a large brush so that only one of it’s planes can fully cover the original planes of the two planes we are talking about (including all their verteces), then these would all exist in the same plane. If a single plane cannot be dragged out to fully cover two planes and cannot cover all of their verteces, then the two planes are non-planar.

i.e. non-planar is a relation between two planes, if the two planes exist within a similar, larger plane, then they are in the same plane, if they do not exist in a similar, larger plane, then they can be called non-planar.

(Sorry if i’ve explained badly, I re-read it a few times, but thought I could do a little better, so you have a few explanations there.)


(ratty redemption) #7

@Mr Tickles, Ill be the first to admit some of my own posts are confusing in places... but up to where you say 'Another way of looking at it...' I thought that was a very good way of describing non planar, and helped me put into words something Ive struggled with explaining in the past :slight_smile:

although I then personally think you confuse matters by talking about ‘fully covering’ non planar surfaces with a single brush as that could also read as ‘enclose within the boundaries of’ the dragged single brush.

but this is just my 2 pence worth, so feel free to ignore me, my non cat suit wearing friend :wink:


(Mr_Tickles) #8

Oops, you are quite right, I meant only one face of the brush you drag out.
I’ll edit and hope nobody but you and I have set eyes on it yet.

(I haven’t worn dog suits either, my single pink dreadlocked friend)


(ratty redemption) #9

hee hee cool and my ‘ratty tail’ is currently dark red and hasnt actually ever been pink... although Ive had pink, green, blue, purple, red and or black mohawks before in my younger, more punky days :wink:


(Mr_Tickles) #10

Well, i’m glad I know that now, thanks Ratty :wink:


(Arkon) #11

hehehe