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.

