terrain blending (sockters tutorial)


(Wezelkrozum) #1

I had downloaded the example-map at sockters-site but when i open the map sockter-test8 i get this:

The alpha textures or something must be invisible and non-solid and there must be blending.
And now i’m afraid i shall never create a good terrain. Can somebody tell what’s going wrong? :frowning:


(.Chris.) #2

Did you download the shader file and add the name of that shader file to your shaderlist.txt?


(kamikazee) #3

Also, you might need the newest Q3Map2 build. It is supplied with GTKRadiant 1.5, but you can copy it to GTKRadiant 1.4 as well.


(Wezelkrozum) #4

kamikazee!!!
you are my hero! :smiley:
now i can blending :stuck_out_tongue:
THANK YOU THANK YOU THANK YOU!!!


(Tyrlop) #5

so u can see blending with that ???


(Wezelkrozum) #6

not really
i was making my own terrain and testing it but i get this:

it’s is half blended :?

why works it half?

this is my shaderfile:
(blue = snow1 and yellow = rock_snow1)


textures/terrain_wezelkrozum1/blend_snowrock		// Normal texture blending
{
        qer_editorimage textures/terrain_wezelkrozum1/blend_snowrock.tga
	
	q3map_nonplanar
	q3map_shadeAngle 120
	
	{
		map textures/terrain_wezelkrozum1/rock_snow1.tga	// Primary
		rgbGen identity
	}
	{
		map textures/terrain_wezelkrozum1/snow1.tga	// Secondary
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaFunc GE128
		rgbGen identity
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
}

textures/terrain_wezelkrozum1/snow1		// Decal blending
{
        qer_editorimage textures/terrain_wezelkrozum1/snow1.tga
	q3map_nonplanar 
	q3map_shadeangle 120 
	surfaceparm trans 
	surfaceparm nonsolid 
	surfaceparm nomarks
	polygonoffset
	{
		map textures/terrain_wezelkrozum1/snow1.tga
		alphaFunc GE128
		rgbGen identity
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
		depthFunc equal
	}
}

textures/terrain_wezelkrozum1/rock_snow1
{
	q3map_nonplanar
	q3map_shadeangle 120
        qer_editorimage textures/terrain_wezelkrozum1/rock_snow1.tga
	{
		map $lightmap
		rgbGen identity
	}
	{
		map textures/terrain_wezelkrozum1/rock_snow1.tga
		blendFunc filter
	}
}

(DerSaidin) #7

The line
alphaFunc GE128

basicly means rounding. Try it without that line for a smoother blend.


(Wezelkrozum) #8

thank you! now i can blend:


(Tyrlop) #9

kewl blendings wezel, btw u need to come online msn, i have to talk to you :evil: muahaha


(89blitz) #10

Nice terrian :smiley:


(Loffy) #11

Nothing beats the feeling when it works and you can fly around and walk around in your own 3d world.


(DerSaidin) #12

Hows about winning a grand final (of the major competition on your continent) on it?

Been there :smiley:


(Wezelkrozum) #13

which competition? and where can i find that competition? (website or something else).


(mlyn3k*) #14

:roll:


(DerSaidin) #15

GameArena (Australian) link


(89blitz) #16

So True! :wink: