Smoothing up


(-SSF-Sage) #1

I’m sorry to ask for this, and I know something similar has been asked for many times. However this is giving me a head-ache. I have been searching for ages and have tried phonging and blending and stuff, but haven’t came up with the results I want. So here is the thing, you can see the grass looks very rough and don’t look real. I would love to have it going smoother, because now it looks like a row of boxes. What do you guys sugges? How to make this look real?


(Flippy) #2

Phong shading will only help on the grass-to-grass edges. It will smooth out the shadows to make it look less edgy.

However, the obvious straight edges where the grass meets the stone can only be solved by simply using more (smaller) brushes and smoothing it out manually.

Also, in the end, this is still ET we’re talking about… You won’t get it very realistic even if you use a million brushes lol :stuck_out_tongue:


(Shaderman) #3

Do you want to know how terrain blending works?


(DerSaidin) #4

If your talking about the actual shape of the brushes you might try a patch. Although there might be some issues with having a patch as part of the ground (you might want to clip it or something)

If your talking about the texture, then blending is what you want.

Another thing you might want to investigate is the shader param q3map_surfaceModel (I think).
You could use that to put grass models over the terrain (like radar).


(Tyrlop) #5

mhh, if i understod this well, okey try to press V and then just go ahead


(-SSF-Sage) #6

Thanks for the replys! I came up with making bigger area of little squares. Then I blended it with muddyier grass. Now that surfacemodel thing sounds interesting. Does it make any difference if I just add the models by hand than making them with surfacemodel? I think they will add a lot more r_speeds. :frowning:

Here is how it looks like now:


(Shallow) #7

At the moment it looks a bit weird with a pile in the middle of your ruin, you’d expect dirt and debris to build up more at the edges. I think that’s got as much to do with it looking a bit funny as the other issues did.


(DerSaidin) #8

Going on whats outside the ruin, I think this is just a test map of his.

On a small area like that it probably would be easier to just do it by hand with models.


(-SSF-Sage) #9

The door texture is just there because then I can see the ruins better. It’s a prefab, there will be grass terrain in the map. I started giving it all sorts of blending. I really wasn’t able to get the surfacemodel thing /foliage thing to work. I followed a shader manual, and also tried copypasting from radar, with no grass showing up. Allthough I could add them by hand. ^^

Still not too near to what I want. :frowning: Btw these ruins are from real life, and there is also alot of beer bottles broken up and tags/graffits. But prolly won’t go for the bottles. I think I will add some tags. More suggestions? Here is how it looks like now:

Edit now it’s quite mould, as it really is, alot of grass and mould. This thing in the middle represents a place for landmines to be setted up.


(-SSF-Sage) #10

Sorry for the DP! I came up with q3map_foliage. The stuff didn’t work cos I didn’t compile it after shader. Here is how it looks now. It’s quite near to what I want. If someone needs shader etc. feel free to ask. Thanks for your help. It has quite random graffits since I can’t speak german… :stuck_out_tongue:

Edit oops… bombed buildings showing up at the backround.


(broloi) #11

Hmm… Could I see the shader? Would be nice… Maybe even use it, with credit of course.


(-SSF-Sage) #12

Check your private box.


(Flippy) #13

You’re not using Dot2Product blending, are you?

Looks very nice but would look even better with D2P :wink: Then the blend isn’t 100% smooth but it can be more realistic. Dunno how to explain lol…

But looks very nice!


(-SSF-Sage) #14

No, I’m using alpha. It looks nice enough for now. Atleast ingame. You can still see the line between the big spot in the middle, and the muddy bricks. It has foliage and heavy blending and nobody prolly won’t even look at it/notice it. Screenshots are really crappy. :frowning:

Edit thanks. :slight_smile:


(broloi) #15

Thx for sending it… Now, I cant answer with PM, since I cant get it to work.


(-SSF-Sage) #16

No problem! You need to apply the “baseshaders” (ruoho, ruoho3 and ruoho4 in this case) to the brushes. Then give the vertexes (brushes corners) alpha-shaded brushes (like fate does, it adds these alpha boxes) and it starts blending from these corners. Then compile. You should remove the foliage lines, if you don’t use them. And change the target to your own models. Then you need to compile and voila. There you have nice blending and grass models showing up.