Hi all i’m having a slight problem with the ground texture on my current map project, at the moment the ground is just a texture so you can’t plant mines on it.
I used the following code to change my texture into one that could have land mines planted in it.
textures/nazaire_skies/dirt_brwn
{
qer_editorimage textures/nazaire/dirt_brown.jpg
surfaceparm gravelsteps
surfaceparm landmine
{
map textures/nazaire/dirt_brown.jpg
}
}
But when i compile the map the shader shows up as really bright compared to the normal ground that has just the texture applied to it, i think its something to do with adding a lightmap line to the shader but i’ve tried a few and it turned blue, disappeared or just didn’t work.
Also i have the water not effected by the light in the proper manner, again a lightmap issue please could you show me where the light map section could go in the following shader.
textures/liquids_sd/siwa_water_2
{
qer_editorimage textures/liquids_sd/siwa_water.tga
qer_trans .5
q3map_globaltexture
cull disable
nocompress
nofog
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm trans
surfaceparm water
waterfogvars ( 0.11 0.13 0.15 ) 0.2
nopicmip
{
map textures/liquids_sd/siwa_water.tga
blendFunc blend
alphaFunc GE128
rgbgen identity
tcmod scale 0.5 0.5
tcmod scroll -.02 .001
fog on
}
{
map textures/liquids_sd/seawall_ripple1.tga
blendFunc GL_ONE GL_ONE
rgbGen wave sin 0.3 0.02 0 0.25
tcmod scale 0.01 0.01
tcmod scroll -.001 -.0002
fog on
}
{
map textures/liquids_sd/seawall_ripple1.tga
blendFunc GL_ONE GL_ONE
rgbGen wave sin 0.1 0.03 0 0.4
tcmod scale 1 1
tcmod scroll -.005 -.001
fog on
}
{
map textures/liquids_sd/siwa_shimshim1.tga
blendFunc GL_ONE GL_ONE
rgbGen wave sin 0.4 0.02 0 0.3
tcmod transform 0 1.5 1 1.5 2 1
tcmod scroll .005 -.001
fog on
}
}
I will ony use this standard shader as a basis for mine so i don’t need telling not to change stock shaders.
Thanks if you can help.
D