terrain problem?!?


(neotic) #1

I know this forum has seen many terrain topics but I’ve searched for a fix to this. As far as I know I’ve done everything right yet I’m still running into problems.

  1. The terrain has random cracks or tears. Here is a pic.

  2. The alphamap seems to be messing up as well; what appears in game hardly relates to the alphamap.

metashader:

textures/ruins_alpha/terrain_base
{
	nopicmips
	q3map_lightmapaxis z
	q3map_lightmapmergable
	q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}

textures/ruins_alpha/terrain_0
{
	q3map_baseshader textures/ruins_alpha/terrain_base
	qer_editorimage textures/temperate_sd/rock_grayvar.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/rock_grayvar.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/ruins_alpha/terrain_1
{
	q3map_baseshader textures/ruins_alpha/terrain_base
	qer_editorimage textures/temperate_sd/grass_path1.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/grass_path1.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/ruins_alpha/terrain_2
{
	q3map_baseshader textures/ruins_alpha/terrain_base
	qer_editorimage textures/temperate_sd/rocky_sand.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/rocky_sand.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/ruins_alpha/terrain_3
{
	q3map_baseshader textures/ruins_alpha/terrain_base
	qer_editorimage textures/temperate_sd/dirt3.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/dirt3.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/ruins_alpha/terrain_0to1
{
	q3map_baseshader textures/ruins_alpha/terrain_base
	qer_editorimage textures/temperate_sd/rock_grayvar.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/rock_grayvar.tga
	}
	{
		map textures/temperate_sd/grass_path1.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/ruins_alpha/terrain_0to2
{
	q3map_baseshader textures/ruins_alpha/terrain_base
	qer_editorimage textures/temperate_sd/rock_grayvar.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/rock_grayvar.tga
	}
	{
		map textures/temperate_sd/rocky_sand.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/ruins_alpha/terrain_0to3
{
	q3map_baseshader textures/ruins_alpha/terrain_base
	qer_editorimage textures/temperate_sd/rock_grayvar.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/rock_grayvar.tga
	}
	{
		map textures/temperate_sd/dirt3.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/ruins_alpha/terrain_1to2
{
	q3map_baseshader textures/ruins_alpha/terrain_base
	qer_editorimage textures/temperate_sd/grass_path1.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/grass_path1.tga
	}
	{
		map textures/temperate_sd/rocky_sand.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/ruins_alpha/terrain_1to3
{
	q3map_baseshader textures/ruins_alpha/terrain_base
	qer_editorimage textures/temperate_sd/grass_path1.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/grass_path1.tga
	}
	{
		map textures/temperate_sd/dirt3.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/ruins_alpha/terrain_2to3
{
	q3map_baseshader textures/ruins_alpha/terrain_base
	qer_editorimage textures/temperate_sd/rocky_sand.tga
	surfaceparm landmine
	surfaceparm grasssteps
	{
		map textures/temperate_sd/rocky_sand.tga
	}
	{
		map textures/temperate_sd/dirt3.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

Metashader is added to the shaderlist.

Worldspawn:

// entity 0
{
"_fog" "textures/neotic_skies/neo_yellowfog"
"_color" "1.000000 0.705507 0.534357"
"_minlight" "26"
"_mingridlight" "64"
"classname" "worldspawn"
"mapcoordsmins" "-14080 14080"
"mapcoordsmaxs" "14080 -14080"
"vertexremapshader0" "textures/ruins_alpha/terrain_0;textures/%METASHADER_NAME%_base"
"vertexremapshader1" "textures/ruins_alpha/terrain_1;textures/%METASHADER_NAME%_base"
"vertexremapshader2" "textures/ruins_alpha/terrain_2;textures/%METASHADER_NAME%_base"
"vertexremapshader3" "textures/ruins_alpha/terrain_3;textures/%METASHADER_NAME%_base"
"vertexremapshader4" "textures/ruins_alpha/terrain_0to1;textures/%METASHADER_NAME%_base"
"vertexremapshader5" "textures/ruins_alpha/terrain_0to2;textures/%METASHADER_NAME%_base"
"vertexremapshader6" "textures/ruins_alpha/terrain_0to3;textures/%METASHADER_NAME%_base"
"vertexremapshader7" "textures/ruins_alpha/terrain_1to2;textures/%METASHADER_NAME%_base"
"vertexremapshader8" "textures/ruins_alpha/terrain_1to3;textures/%METASHADER_NAME%_base"
"vertexremapshader9" "textures/ruins_alpha/terrain_2to3;textures/%METASHADER_NAME%_base"

terrain group:

// entity 427
{
"alphamap" "ruins_alpha.pcx"
"shader" "ruins_alpha/terrain"
"layers" "4"
"terrain" "1"
"classname" "func_group"

I’ve been recreating and redoing this for a few days now and I can’t figure it out; I’ve done this successful so many times… I want to scream now.


(MadJack) #2

Neotic, what version of q3map2 you got?


(neotic) #3

I guess that is a problem; have been compiling with Gtk 1.3’s q3map2 because my latest q3map2 causes this.

2.5.14
1 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.14
GtkRadiant    - v1.5.0 Apr  7 2004 19:55:19
The Red Swingline
VFS Init: -meta/etmain/

--- BSP ---
Creating meta surfaces from brush faces
Loading C:\games\WolfET\etmain\maps\ruins_alpha.map
entering C:\games\WolfET\etmain\maps\ruins_alpha.map
WARNING: Couldn't find image for shader textures/neotic_castle/gno_blume_3
WARNING: Couldn't find image for shader textures/common/caulk
WARNING: Couldn't find image for shader textures/neotic_castle/gnobas-cur2
WARNING: Couldn't find image for shader textures/neotic_castle/rt_cybra2
WARNING: Couldn't find image for shader textures/neotic_castle/rt_gnobr2
WARNING: Couldn't find image for shader textures/neotic_castle/rt_gargtrbl4
WARNING: Couldn't find image for shader textures/neotic_castle/gnotiley32
WARNING: Couldn't find image for shader textures/neotic_castle/rtnick3car
WARNING: Couldn't find image for shader textures/neotic_castle/gnobas-cur5
WARNING: Couldn't find image for shader textures/neotic_castle/rt_gnobotc3
WARNING: Couldn't find image for shader textures/neotic_castle/rt_gnobotc_win2
WARNING: Couldn't find image for shader textures/neotic_castle/rt_gnobote2
WARNING: Couldn't find image for shader textures/neotic_castle/rt_trbl2
WARNING: Couldn't find image for shader textures/neotic_castle/rtpockw2
WARNING: Couldn't find image for shader textures/neotic_castle/rtnick3cldegeb
WARNING: Couldn't find image for shader textures/neotic_castle/rtnick3car2
WARNING: Couldn't find image for shader textures/neotic_castle/rt_cybratr3
WARNING: Couldn't find image for shader textures/neotic_castle3/brick7
WARNING: Couldn't find image for shader textures/neotic_castle/rtnick3c
WARNING: Couldn't find image for shader textures/neotic_castle3/brick6
WARNING: Couldn't find image for shader textures/neotic_castle/rt_gnolo_3
WARNING: Couldn't find image for shader textures/neotic_castle/gno-tilebg2f3jpg
WARNING: Couldn't find image for shader textures/egypt_wood_sd/wood1a
WARNING: Couldn't find image for shader textures/common/nodraw
WARNING: Couldn't find image for shader textures/alpha/mesh_c02_clipmissle
WARNING: Couldn't find image for shader textures/common/clip
WARNING: Couldn't find image for shader textures/neotic_castle/rtnick3cldege
WARNING: Couldn't find image for shader textures/neotic_castle/trimmet1_2
WARNING: Couldn't find image for shader textures/common/cushion
WARNING: Couldn't find image for shader textures/neotic_castle/rt_gnobotf2jpg
WARNING: Couldn't find image for shader textures/neotic_castle/trimmet1_3_step
WARNING: Couldn't find image for shader textures/neotic_castle/wall_rocky
WARNING: Couldn't find image for shader textures/temperate_sd/grass_path1
WARNING: Couldn't find image for shader textures/common/clipweap_wood
WARNING: Couldn't find image for shader textures/neotic_castle/gnobas-cur_v
WARNING: Couldn't find image for shader textures/neotic_castle/rtnick2c
WARNING: Couldn't find image for shader textures/neotic_castle/rt_gnobrdir4
WARNING: Couldn't find image for shader textures/neotic_castle/gnoba_cur
WARNING: Couldn't find image for shader textures/neotic_castle2/symb-wall1
WARNING: Couldn't find image for shader textures/common/ladder
WARNING: Couldn't find image for shader textures/egypt_walls_sd/white01
WARNING: Couldn't find image for shader textures/common/clipweap_metal
WARNING: Couldn't find image for shader textures/metal_misc/ametal_m03
WARNING: Couldn't find image for shader textures/props/sho_box_c02
WARNING: Couldn't find image for shader textures/props/sho_box_c03
WARNING: Couldn't find image for shader textures/props/sho_box_c01
WARNING: Couldn't find image for shader textures/doors/door_c13
WARNING: Couldn't find image for shader textures/egypt_windows_sd/window02a
WARNING: Couldn't find image for shader textures/miltary_wall/mroof_m01a
WARNING: Couldn't find image for shader textures/alpha/fence_m01
WARNING: Couldn't find image for shader textures/neotic_misc/goldy2
WARNING: Couldn't find image for shader textures/neotic_skies/sunset
WARNING: Couldn't find image for shader textures/common/origin
WARNING: Couldn't find image for shader textures/neotic_castle/door_allies
WARNING: Couldn't find image for shader textures/doors/door_m01asml
WARNING: Couldn't find image for shader textures/egypt_floor_sd/wood_c13
WARNING: Couldn't find image for shader textures/chateau/wood_c05
WARNING: Couldn't find image for shader textures/egypt_trim_sd/ctrim_c03
WARNING: Couldn't find image for shader textures/chateau/desk_c04
WARNING: Couldn't find image for shader textures/metal_misc/metal_m04r2
WARNING: Couldn't find image for shader textures/metal_misc/metal_m04dr2
WARNING: Couldn't find image for shader textures/metal_misc/metal_m03
WARNING: Couldn't find image for shader textures/common/clipweap
WARNING: Couldn't find image for shader textures/common/slick
WARNING: Couldn't find image for shader textures/neotic_castle/gno_plank
WARNING: Couldn't find image for shader textures/common/terrain
************ ERROR ************
LoadPCX: Couldn't read ruins_alpha.pcx

Which I am totally lost on why it is occuring. I do not get that when I compile via editor. Sure all of those are in my map but why the difference outcomes when compiled by via editor versus simply q3map2.exe?


(mslaf) #4

I had the same problem:
http://www.mslaf.com/projects/fearis/problems/terrain_1.jpeg

Ydnar explained me that this happens on large flat surfaces.

Dragging the vertices up/down a bit should solve it.


(MadJack) #5

Check your ET_PATH you’re using. My guess is there’s something wrong with it.

It should point so something like that: ET_PATH=“C:/Program Files/Wolfenstein - Enemy Territory/”


(mslaf) #6

It’s definitely wrong:


VFS Init: -meta/etmain/


(MadJack) #7

Yeah, very wrong hehe


(neotic) #8

Hah aww shit. Ever become blind out of frustration? Anyways, fixed the path. Secondly, testing now to see if changing the vertices fixed those tears/cracks in the flat terrain. Maybe a combo of these two solutions will right the alphamap. :smiley:


(ydnar) #9
  1. change 'nopicmips" to “nopicmip” and put it in the individual shaders. It does not work in the base shader.

  2. Use a proper -fs_basepath to tell Q3Map2 where to find your textures/shaders.

  3. ET doesn’t have vertexlight, so get rid of all the bogus vertexRemapShader lines in worldspawn.

y


(neotic) #10

After the problems I encountered last time I just decided to rework the map and go a different direction with it. Well, the map is twice the size now and mostly buildings with some nice terrain. Again, however, some terrain is tearing/cracking. It is mostly flat areas and does not occur very often but the problem still remains incredibly unexplained. Terrain shaders line up perfectly and everything else really turned out very well… it’s just these few tiny tears/cracks that bother me.

Has there been any progress in figuring these out and why they happen? Worse comes to worse I suppose I’ll just slab some kind of structure over the troublesome terrain but that’s a last resort. I suppose I could be beating a dead horse but it is very frustrating.

some screens:
http://artstech.cfa.ilstu.edu/classes/350/17/terrain.jpg
http://artstech.cfa.ilstu.edu/classes/350/17/terrain1.jpg


(Mean Mr. Mustard) #11

Did you use EasyGen to create your terrain? I had a similar problem quite a while back with an EasyGen terrain. I was able to fix it in EasyGen somehow…shakes cobwebs betweend ears … there was a diagnostic in Easygen - something with flat surfaces…I’ll take a closer look at EasyGen (and see if I can remember what I did) if that is how you created you terrain.


(neotic) #12

Indeed it was… Ill take a closer look at EasyGen now.


(Mean Mr. Mustard) #13

Try clicking the ‘red triangle with the exclamation mark’ - it displays flat triangles. See if any of these occur where you see the tear in the terrain. I seem to remember it was where a few met together. If they are in the problem area, then just use one of the EasyGen modifiers to ‘tweak’ the terrain from flat…


(neotic) #14

That totally makes sense; glad I didn’t go back out tonight… can’t wait to test this!


(neotic) #15

Works perfect; thanks for seeing what I did not.


(Mean Mr. Mustard) #16

:banana:

Glad I happened to read the thread and remembered that I fixed the same problem. I seem to remember that the terrain was ok in radiant - ie. no gaps, but when compiled you’d get them. Very strange…