raybans_foilage help


(nOObCity) #1

i need some help with this for some reason textures are not replacing them self with raybans foilages



textures/noobcity_halloween/terrain_0
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_rayban/grass2_dirt3.jpg
		rgbGen vertex
		tcmod scale 0.047 0.065
	}
}

textures/noobcity_halloween/terrain_1
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_rayban/dirt3.jpg
		rgbGen vertex
		tcmod scale 0.047 0.065
	}
}

textures/noobcity_halloween/terrain_2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_rayban/grass2.jpg
		rgbGen vertex
		tcmod scale 0.047 0.065
	}
}

textures/noobcity_halloween/terrain_0to1
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_rayban/grass2_dirt3.jpg
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.047 0.065
	}
	{
		map textures/temperate_rayban/dirt3.jpg
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.047 0.065
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/noobcity_halloween/terrain_0to2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_rayban/grass2_dirt3.jpg
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.047 0.065
	}
	{
		map textures/temperate_rayban/grass2.jpg
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.047 0.065
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/noobcity_halloween/terrain_1to2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_rayban/dirt3.jpg
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.047 0.065
	}
	{
		map textures/temperate_rayban/grass2.jpg
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.047 0.065
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/noobcity_halloween/terrain.vertex
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_rayban/grass2_dirt3.jpg
		rgbGen vertex
		tcmod scale 0.047 0.065
	}
}

textures/temperate_rayban/base
{
	nopicmips
	q3map_lightmapaxis z
	q3map_lightmapmergable
	q3map_nonplanar
	q3map_shadeangle 155	// 135 is also good.. some ppl use lower like 80-90...
	q3map_forcemeta
	//q3map_tcMod rotate 33
	q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}

// using temperate_sd - road_bigpuddle.tga for road, only need 2 blends.. this to dirt3
//
textures/temperate_rayban/road1
{
	q3map_baseshader textures/temperate_rayban/base
	qer_editorimage textures/temperate_rayban/road1.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/road_bigpuddle.tga
		rgbGen identity
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
}

textures/temperate_rayban/dirt3
{
	q3map_baseshader textures/temperate_rayban/base
	qer_editorimage textures/temperate_rayban/dirt3.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/dirt3.tga
		rgbGen identity
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
}
textures/temperate_rayban/dirt3_foliage // this will use the dry grass sparsley since its dirt
{
	q3map_baseshader textures/temperate_rayban/base
	qer_editorimage textures/temperate_rayban/dirt3_foliage.tga

	q3map_foliage models/rayban_foliage/w_grass_foliage1.md3 .5 48 0.05 2
	q3map_foliage models/rayban_foliage/w_grass_foliage2.md3 .7 48 0.03 2
	q3map_foliage models/rayban_foliage/w_grass_foliage3.md3 .6 48 0.06 2

	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/dirt3.tga
		rgbGen identity
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
}

textures/temperate_rayban/road1_dirt3 // this is our slope off the road, no foliage here...
{
	q3map_baseshader textures/temperate_rayban/base
	qer_editorimage textures/temperate_rayban/road1_dirt3.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/road_bigpuddle.tga
		rgbGen identity
	}
	{
		map textures/temperate_sd/dirt3.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbGen identity
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
}

// using temperate_sd - grass_dense1 and master_grass_dirt3
//
textures/temperate_rayban/grass1
{
	q3map_baseshader textures/temperate_rayban/base
	qer_editorimage textures/temperate_rayban/grass1.tga

	q3map_foliage models/rayban_foliage/w_grass_foliage1.md3  1 48 0.1 2
	q3map_foliage models/rayban_foliage/w_grass_foliage2.md3  1.1 48 0.1 2
	q3map_foliage models/rayban_foliage/w_grass_foliage3.md3  1 48 0.1 2

	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/grass_dense1.tga
		rgbGen identity
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
}

textures/temperate_rayban/grass1_foliage1
{
	q3map_baseshader textures/temperate_rayban/base
	qer_editorimage textures/temperate_rayban/grass1_foliage1.tga

	q3map_foliage models/rayban_foliage/w_grass_foliage1.md3  1 48 0.1 2
	q3map_foliage models/rayban_foliage/w_grass_foliage2.md3  1.1 48 0.1 2
	q3map_foliage models/rayban_foliage/w_grass_foliage3.md3  1 48 0.1 2

	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/grass_dense1.tga
		rgbGen identity
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
}

textures/temperate_rayban/grass1_foliage2
{
	q3map_baseshader textures/temperate_rayban/base
	qer_editorimage textures/temperate_rayban/grass1_foliage2.tga

	q3map_foliage models/rayban_foliage/w_grass_foliage1.md3  1.25 48 0.1 2
	q3map_foliage models/rayban_foliage/w_grass_foliage2.md3  1 48 0.1 2
	q3map_foliage models/rayban_foliage/w_grass_foliage3.md3  1 48 0.1 2

	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/grass_dense1.tga
		rgbGen identity
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
}

textures/temperate_rayban/grass2
{
	q3map_baseshader textures/temperate_rayban/base
	qer_editorimage textures/temperate_rayban/grass2.tga

	q3map_foliage models/rayban_foliage/w_grass_foliage1.md3  1 48 0.1 2
	q3map_foliage models/rayban_foliage/w_grass_foliage2.md3  1.1 48 0.1 2
	q3map_foliage models/rayban_foliage/w_grass_foliage3.md3  1 48 0.1 2

	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		rgbGen identity
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
}

textures/temperate_rayban/grass1_grass2	// eep! this one is backwards also, but you would be
{							// writing your own anyways, so you can place them as u want.
	q3map_baseshader textures/temperate_rayban/base
	qer_editorimage textures/temperate_rayban/grass1_grass2.tga

	q3map_foliage models/rayban_foliage/w_grass_foliage1.md3  1 48 0.1 2
	q3map_foliage models/rayban_foliage/w_grass_foliage2.md3  1.1 48 0.1 2
	q3map_foliage models/rayban_foliage/w_grass_foliage3.md3  1 48 0.1 2

	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		rgbGen identity
	}
	{
		map textures/temperate_sd/grass_dense1.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbGen identity
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
}

textures/temperate_rayban/grass2_dirt3  // this shader is backwards... should be dirt3->grass2
{
	q3map_baseshader textures/temperate_rayban/base
	qer_editorimage textures/temperate_rayban/grass2_dirt3.tga

	q3map_foliage models/rayban_foliage/w_grass_foliage1.md3  1 48 0.1 2
	q3map_foliage models/rayban_foliage/w_grass_foliage2.md3  1.1 48 0.1 2
	q3map_foliage models/rayban_foliage/w_grass_foliage3.md3  1 48 0.1 2

	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/dirt3.tga
		rgbGen identity
	}
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbGen identity
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
}

and all textures are located where they should be including models.


(Magic) #2

…you are just using his editorimages ??

you should include his shaders also and update your shaderlist.txt.


(nOObCity) #3

everything in his pk3 is in my et folder


(Magic) #4

but you have written your own shader and just pointing to his editorimages as your textures!

Include his “new_foliage_terrain_test.shader” to your scriptfolder
and update your shaderlist.


(nOObCity) #5

thanks magic, that worked for raybans foliage example i forgot to add the shaders into the shaderlist
but still having problems with my map ill keep messing with it and get back to you thanks again.


(nOObCity) #6

got it working thanks :slight_smile:

now i just need to retexture got grass going through my floors lol.


(Magic) #7

Looking good :slight_smile: