
what is this???
the shader is correct, everything ok, but this is not good 
what is the problem?

what is this???
the shader is correct, everything ok, but this is not good 
what is the problem?
Plz post your shaderā¦
And well⦠I donāt think your shader is correct.
The shader:
textures/hindenburg/terrain_0
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/grass_path1.tga
rgbGen vertex
tcmod scale 0.500 0.500
}
}
textures/hindenburg/terrain_1
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/rock_grayvar.tga
rgbGen vertex
tcmod scale 0.500 0.500
}
}
textures/hindenburg/terrain_2
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/grass_dense1.tga
rgbGen vertex
tcmod scale 0.500 0.500
}
}
textures/hindenburg/terrain_0to1
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/grass_path1.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.500 0.500
}
{
map textures/temperate_sd/rock_grayvar.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.500 0.500
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
textures/hindenburg/terrain_0to2
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/grass_path1.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.500 0.500
}
{
map textures/temperate_sd/grass_dense1.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.500 0.500
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
textures/hindenburg/terrain_1to2
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/rock_grayvar.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.500 0.500
}
{
map textures/temperate_sd/grass_dense1.tga
rgbGen vertex
alphaGen vertex
tcmod scale 0.500 0.500
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
textures/hindenburg/terrain.vertex
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/grass_path1.tga
rgbGen vertex
tcmod scale 0.500 0.500
}
}
You need to add q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ).
It defines the size of the texture in x and y size. Also I would recommend you to use the new style for the terrain shaders that uses q3map_baseshader. And if itās for ET you donāt need the terrain.vertex shader any more since ET doesnāt use it anyway.
Dont forget that radiant must have acces to your textures ( try to compile goldrush without giving radiant textures, you will see similar thingsā¦
When you created the Easygen terrain did you know that you can scale the texture that you have painted on to the terrain using the + and - keys, if you change the view of the terrain from alphamap to texture you can see what your texture will look like when its exported.
Also are you using the ET template for exporting the terrain, itās available from the Easygen website.
If you go here there is a template you can download that sorts out some problems.
Hope this helps you out.
<DJ>
Easygen writes one shader at the end of the shaderfile that has to be at top of the shaderfile.
Not sure at the moment if this shader is named something like āā¦_baseā.
Btw I miss this shader in your shaderfile.
Not perfect but better then the older version. It work correct.
textures/hindenburg/terrain_base
{
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_lightmapsize 512 512
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}
textures/hindenburg/terrain_0
{
q3map_baseshader textures/hindenburg/terrain_base
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/temperate_sd/grass_path1.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
tcMod scale 3 3
detail
}
}
textures/hindenburg/terrain_1
{
q3map_baseshader textures/hindenburg/terrain_base
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/temperate_sd/rock_grayvar.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
tcMod scale 3 3
detail
}
}
textures/hindenburg/terrain_2
{
q3map_baseshader textures/hindenburg/terrain_base
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/temperate_sd/grass_dense1.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
tcMod scale 3 3
detail
}
}
textures/hindenburg/terrain_0to1
{
q3map_baseshader textures/hindenburg/terrain_base
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/grass_path1.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
tcMod scale 3 3
}
{
map textures/temperate_sd/rock_grayvar.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
tcMod scale 3 3
detail
}
}
textures/hindenburg/terrain_0to2
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/grass_path1.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
tcMod scale 3 3
}
{
map textures/temperate_sd/grass_dense1.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
tcMod scale 3 3
detail
}
}
textures/hindenburg/terrain_1to2
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/rock_grayvar.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
tcMod scale 3 3
}
{
map textures/temperate_sd/grass_dense1.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
tcMod scale 3 3
detail
}
}
textures/hindenburg/terrain.vertex
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/temperate_sd/grass_path1.tga
rgbGen vertex
tcmod scale 3 3
}
}
Thank you for the help!! 
Iām not sure you understand the use of detail textures and that is definitely not the template DDAbell was talking about. Hereās the link directly to the templates from the easygen site. Follow the directions in the readme on how to install them. http://www.webalice.it/bancala/files/wolfet_templates200312.zip
The detail stages are meant to add extra detail to the textures already mapped in the previous stages, they should NOT to be the only stage in the shader because they can be dissabled with r_detailTextures 0 in which case your terrain will be completely transparent.
As a matter of fact your terrain should already be half transparent with your current setup(with r_detailTextures 1) because the detail stages are already blending with the background.
Also your terrain is not lightmapped which basically means it will have no shadows.
Use the templates from the link i provided and try again, or at least if you absolutely want the detail stages add another stage before that so that at least your terrain is not transparent.