Well, I hate to bump this ancient thread once again; about something many people here probably didn’t have a problem with and don’t care about… but here we go. The surfaceparm landmines and surfaceparm gravelsteps have been added to every part of BOTH my texture scripts AND the terrain scripts. (or SHADERs, for those who think I’m playing with the multiplayer script) I’ve set maxs and mins in worldspawn, but there is no real command map yet. Below are the exact copies of the scripts AFTER I compiled my last test. Someone, PLZ… tell me what I’m missing here or what I screwed up. The more I look at tutorials… the more frustrated I am because I see nothing wrong. Oh yeah, and I have version 2.5.12 of the compiler. Since I’ve been in situations like this before with developing stuff for RTCW, I figure it’s either one of the following stupid problems:
- I’ve missed a step with this COMPLETLY that needs to be done to make mines work.
- I screwed up my scripts/shaders (look below for that one) with something stupid.
- The compiler version just happens to be one that doesn’t do mines right.
Terrain shader:
// mars.shader
textures/mars/terrain_base
{
nopicmips
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
surfaceparm landmine
surfaceparm gravelsteps
}
textures/mars/terrain_0
{
q3map_baseshader textures/mars/terrain_base
qer_editorimage textures/mars/mars_dirt_01.tga
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/mars/mars_dirt_01.tga
tcMod scale 12.25 12.25
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/mars/terrain_1
{
q3map_baseshader textures/mars/terrain_base
qer_editorimage textures/mars/mars_dirt_03.tga
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/mars/mars_dirt_03.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/mars/terrain_2
{
q3map_baseshader textures/mars/terrain_base
qer_editorimage textures/mars/mars_dirt_02.tga
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/mars/mars_dirt_02.tga
tcMod scale 2.500 2.500
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/mars/terrain_0to1
{
q3map_baseshader textures/mars/terrain_base
qer_editorimage textures/mars/mars_dirt_01.tga
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/mars/mars_dirt_01.tga
tcMod scale 17.25 17.25
}
{
map textures/mars/mars_dirt_03.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/mars/terrain_0to2
{
q3map_baseshader textures/mars/terrain_base
qer_editorimage textures/mars/mars_dirt_01.tga
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/mars/mars_dirt_01.tga
tcMod scale 17.25 17.25
}
{
map textures/mars/mars_dirt_02.tga
tcMod scale 2.500 2.500
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/mars/terrain_1to2
{
q3map_baseshader textures/mars/terrain_base
qer_editorimage textures/mars/mars_dirt_03.tga
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/mars/mars_dirt_03.tga
}
{
map textures/mars/mars_dirt_02.tga
tcMod scale 2.500 2.500
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
The texture shader, for all custom textures used in the terrain:
// mars_surface.shader
textures/mars/mars_dirt_01
{
qer_editorimage textures/mars/mars_dirt_01.tga
surfaceparm gravelsteps
surfaceparm playerclip
surfaceparm landmine
implicitMap -
{
textures/mars/mars_dirt_01.tga
}
}
textures/mars/mars_dirt_02
{
qer_editorimage textures/mars/mars_dirt_02.tga
surfaceparm gravelsteps
surfaceparm playerclip
surfaceparm landmine
implicitMap -
{
textures/mars/mars_dirt_02.tga
}
}
textures/mars/mars_dirt_03
{
qer_editorimage textures/mars/mars_dirt_03.tga
surfaceparm gravelsteps
surfaceparm playerclip
surfaceparm landmine
implicitMap -
{
textures/mars/mars_dirt_03.tga
}
}
OK, so there you have it. Once again, I’m very sorry to continue this outdated subject, but I and many others who visit SD seem to have severe problems understanding the minimal requirements for getting landmines to work over an entire custom terrain with all custom textures. I really wish I had more time to mess around with things and compile it over and over to see if it works, but I don’t with my killer work schedule. Someone plz cut the BS here…