Hi!
I map for ET and I use q3map2 2.5.12 and Radiant 1.4.
I use a bat-file for my fast compile, with the following setttings:
-v -meta -patchmeta
-v -vis -saveprt
-v -light -fast
At the moment I am redoing my map berserk. New name will be berserk_te. I’ve simply copied the entire folder, and renamed stuff (folders, shader, and files).
The shader, for this new map, is called berserk_te.shader.
Problem: Q3map2 creates a shader for me, during the compile. I have never seen that happen before, and I wonder what I’ve done wrong.
When the compiler compiles, I can read:
“—Light—
Map has shader script C:/Program/myETfolder/etmain/maps/mymapname/maps/…scripts/q3map2_mymapname.shader
entering scripts/shaderlist.txt
entering scripts/alpha.shader
…etc…etc…
entering scripts/mymapname.shader”
In sum: The compiler says: the map has shader "q3map2_"mymapname.shader.
Although my shader (the one I made) is called just mymapname.shader.
¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨
My shader is named berserk_te.shader and rests in C:/Program/myETfolder/etmain/maps/mymapname/maps/scripts.
I’ve made sure the shader’s name is in the shaderlist.txt.
I have made a copy of this shader, and placed it in the etmain/scripts.
Here it is:
// Levelshot-shader
levelshots/berserk_te_cc_automap
{
nopicmip
nocompress
nomipmaps
{
clampmap levelshots/berserk_te_cc.tga
depthFunc equal
rgbGen identity
}
}
levelshots/berserk_te_cc_trans
{
nopicmip
nocompress
nomipmaps
{
clampmap levelshots/berserk_te_cc.tga
blendfunc blend
rgbGen identity
alphaGen vertex
}
}
// ---------------- Terrain shader starts here -----------------------
textures/berserk_te/terrain_base
{
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_lightmapsize 512 512
q3map_tcGen ivector ( 640 0 0 ) ( 0 640 0 )
surfaceparm landmine
}
// Terrain textures follows. I have used 4 ones:
//textures/desert_sd/grass_desert_flat
//textures/desert_sd/road_dirty_gravel
//textures/temperate_sd/rock_graynoise
//textures/temperate_sd/grass_path1
// (All SD textures, that are in the original ET pakfiles.)
textures/berserk_te/terrain_0
{
q3map_baseshader textures/berserk_te/terrain_base
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/desert_sd/grass_desert_flat.tga
tcMod scale 2.0 2.0
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/berserk_te/terrain_1
{
q3map_baseshader textures/berserk_te/terrain_base
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/temperate_sd/rock_graynoise.tga
tcMod scale 2.0 2.0
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/berserk_te/terrain_2
{
q3map_baseshader textures/berserk_te/terrain_base
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/desert_sd/road_dirty_gravel.tga
tcMod scale 2.0 2.0
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/berserk_te/terrain_3
{
q3map_baseshader textures/berserk_te/terrain_base
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/temperate_sd/grass_path1.tga
tcMod scale 2.0 2.0
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/berserk_te/terrain_0to1
{
q3map_baseshader textures/berserk_te/terrain_base
{
map textures/desert_sd/grass_desert_flat.tga
tcMod scale 2.0 2.0
}
{
map textures/temperate_sd/rock_graynoise.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
tcMod scale 2.0 2.0
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/berserk_te/terrain_0to2
{
q3map_baseshader textures/berserk_te/terrain_base
{
map textures/desert_sd/grass_desert_flat.tga
tcMod scale 2.0 2.0
}
{
map textures/desert_sd/road_dirty_gravel.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
tcMod scale 2.0 2.0
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/berserk_te/terrain_0to3
{
q3map_baseshader textures/berserk_te/terrain_base
{
map textures/desert_sd/grass_desert_flat.tga
tcMod scale 2.0 2.0
}
{
map textures/temperate_sd/grass_path1.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
tcMod scale 2.0 2.0
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/berserk_te/terrain_1to2
{
q3map_baseshader textures/berserk_te/terrain_base
{
map textures/temperate_sd/rock_graynoise.tga
tcMod scale 2.0 2.0
}
{
map textures/desert_sd/road_dirty_gravel.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
tcMod scale 2.0 2.0
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/berserk_te/terrain_1to3
{
q3map_baseshader textures/berserk_te/terrain_base
{
map textures/temperate_sd/rock_graynoise.tga
tcMod scale 2.0 2.0
}
{
map textures/temperate_sd/grass_path1.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
tcMod scale 2.0 2.0
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/berserk_te/terrain_2to3
{
q3map_baseshader textures/berserk_te/terrain_base
{
map textures/desert_sd/road_dirty_gravel.tga
tcMod scale 2.0 2.0
}
{
map textures/temperate_sd/grass_path1.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
tcMod scale 2.0 2.0
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
//---------------- Terrain shader ends here-------------------------
I have a few more shader here, but they are just light emitting decals, bushes, banners and signs.
// — end of my shader----------------------------------------------------------
Ok, that was my shader.
Below is the shader that Q3map2 creates during compile:
// Custom shader file for berserk_te.bsp
// Generated by Q3Map2 (ydnar)
// Do not edit! This file is overwritten on recompiles.
berserk_te/57DCD2CF66CCC7E3856E2DDA38D1FA5F
{
q3map_baseshader textures/berserk_te/terrain_base
{
map textures/desert_sd/grass_desert_flat.tga
tcMod scale 2.0 2.0
}
{
map textures/temperate_sd/grass_path1.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
tcMod scale 2.0 2.0
}
{
map maps/berserk_te/lm_0000.tga
blendFunc GL_DST_COLOR GL_ZERO
}
}
berserk_te/64ED49768CC69664986417577610254E
{
q3map_baseshader textures/berserk_te/terrain_base
{
map textures/desert_sd/grass_desert_flat.tga
tcMod scale 2.0 2.0
}
{
map textures/desert_sd/road_dirty_gravel.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
tcMod scale 2.0 2.0
}
{
map maps/berserk_te/lm_0000.tga
blendFunc GL_DST_COLOR GL_ZERO
}
}
berserk_te/96ED1BDB10C07539573D7A730E92E96C
{
q3map_baseshader textures/berserk_te/terrain_base
{
map textures/desert_sd/grass_desert_flat.tga
tcMod scale 2.0 2.0
}
{
map textures/temperate_sd/rock_graynoise.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
tcMod scale 2.0 2.0
}
{
map maps/berserk_te/lm_0000.tga
blendFunc GL_DST_COLOR GL_ZERO
}
}
berserk_te/35B44ECF1AE48B47FEA6927627A9E6CD
{
q3map_baseshader textures/berserk_te/terrain_base
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/temperate_sd/grass_path1.tga
tcMod scale 2.0 2.0
}
{
map maps/berserk_te/lm_0000.tga
blendFunc GL_DST_COLOR GL_ZERO
}
}
berserk_te/E7ECD327CE6FA04DACBE673EA0D6BBB5
{
q3map_baseshader textures/berserk_te/terrain_base
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/desert_sd/road_dirty_gravel.tga
tcMod scale 2.0 2.0
}
{
map maps/berserk_te/lm_0000.tga
blendFunc GL_DST_COLOR GL_ZERO
}
}
berserk_te/F5C5E1AE510DA4E06D6DEE044ECF8305
{
q3map_baseshader textures/berserk_te/terrain_base
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/temperate_sd/rock_graynoise.tga
tcMod scale 2.0 2.0
}
{
map maps/berserk_te/lm_0000.tga
blendFunc GL_DST_COLOR GL_ZERO
}
}
berserk_te/115FE2838E765E0F40AF57537E886A5F
{
q3map_baseshader textures/berserk_te/terrain_base
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/desert_sd/grass_desert_flat.tga
tcMod scale 2.0 2.0
}
{
map maps/berserk_te/lm_0000.tga
blendFunc GL_DST_COLOR GL_ZERO
}
}
//--------End of the Q3map2 created shader -------------
I must have made something wrong. The bsp and vis compiles are OK. But something is wrong in my shader, or something… Need input, ideas, comments. Thanks in advance.
// Loffy
EDIT: This is the terrain func_group’s key/value:
// entity 188
{
“classname” “func_group”
“alphamap” “berserk_te.pcx”
“shader” “berserk_te/terrain”
“layers” “4”
“terrain” “1”
// brush 0-N
{
(data in here for brush 0-N)
}
}