some easygen problems/questions


(WeeBull) #1

i’m using easygen for the first time now for a map, so i’m testing in out a bit, but i have a problem. i made a terrain and added textures and everything. i exported it to radiant using the q3map2 template. i also added the alphamap and the shader. i opened it in radiant, added an info_player_deathmatch and a skybox, compiled it and here’s the result.

as you can see, it looks like some of the triangles are moved up, in radiant everything looks fine. what can i do about this.

i’ve also downloaded a wolfet template and used this one, but this made it even more crap. the textures weren’t zoomed in if you know what i mean. is it very important to use this template, if so, how can i change it to make it look right.

the third thing. when i loaded the terrain in radiant i saw things like this in the worldspawn:

vertexremapshader0
textures/vichy/terrain_0;textures/%METASHADER_NAME%.vertex
vertexremapshader1
textures/vichy/terrain_1;textures/%METASHADER_NAME%.vertex
vertexremapshader2
textures/vichy/terrain_2;textures/%METASHADER_NAME%.vertex
etc etc the last one is vertexremapshader14

what is this all about, is it important, do i need it, can i delete it?
i deleted them once and i saw no difference, but i don’t know if they are important.

thx in advance


(nUllSkillZ) #2

The wolfet template generates a shader that has the base shader at the end of the shaderfile.
You have to cut the base shader and paste it at the beginning of the shader file.

Unfortunately no idea why your terrain has seams.
May be it’s totally flat in this area (or height 0, not sure).
I think normally the terrain can not be exported in this case.


(S14Y3R) #3

Hi, did you snap the terrain to the grid by accident? (ctrl+g)

EasyGen still uses older vertex lighting shaders, and yes you can delete the .vertex keys, just leave the part with the _alphamap and func_group reference you still need that.

Head over to Nib’sWorld and read up on changing the shader itself over to lightmapped terrain.(Simple) //That way, trees and buildings cast realistic shadows on it.


(]UBC[ McNite) #4

1.) Are you really sure it looked ok in radiant? I think you have completely flat terrain for a large part. EasyGen doesnt like that at all, it produces a variety of odd things. You might want to give taht area of your heightmap a bit of slight variation of the greyshade it is in. Maybe, that already solves this problem.
Then, after opening the terrain in Radiant it is recommended to make the whole terrain snap to grid (select terrain, ctrl+G). If your terrain is large, you have to do that in steps (like select 1/4 of the terrain or so). Only do this for your final terrain from EasyGen, else it will just be wasted time.

2.) The ET template isn’t that important… because I d rather change the shaders EasyGen produces manually anyways? You ll want to adjust the scaling size of the textures in the shaders manually too afterwards, and where you can put landmines etc.

The real useful thing is that you can very easily adjust the location of your terrain textures by just exporting the alphamap from EasyGen again and again once your terrain is in Radiant.
Every fine-adjusting to buildings etc. should be done in Radiant with vertex-editing anyways. Don’t forget to freeze the X and Y dimensions so the vertexes can only move in Z-direction… else you ll be REAL screwed VERY fast… I know what i m talking about :smiley:


(S14Y3R) #5

you can freeze x/y movement? how? :slight_smile: I usually have x/z window active, then select vertices in the camera window, then Nudge(Alt+arrow_keys) it up and down, //switching the grid where neccessary.

yeah, if you really want flat terrain, just use brushes and texture them with your terrain shaders. //you can still add qer_editorimage /texturepath ,instead of remembering 1, or 5, or 3 to 2…heh heh


(]UBC[ McNite) #6

In radiant in the list of symbols u have 3 buttons with X, Y, Z which are named scale X etc.
If you click them, you can’t move vertexes in that dimension. So if u click X and Y, you can move vertexes only up and down.

yeah, if you really want flat terrain, just use brushes and texture them with your terrain shaders. //you can still add qer_editorimage /texturepath ,instead of remembering 1, or 5, or 3 to 2…heh heh

Hu? you better apply common/terrain to make the terrain texture work.


(S14Y3R) #7

or that :slight_smile:


(WeeBull) #8

thx a lot, snap to grid in radiant did the trick. and thanks for the link sl4yer, i’ll check it out sometime.


(S14Y3R) #9

snap did the trick?? I thought that would be what messed it up, lol.