Terrain problem


(ygan) #1

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


(]UBC[ McNite) #2

Plz post your shader…

And well… I don’t think your shader is correct.


(ygan) #3

Shader generated by easygen. I send it from home.
Thx :slight_smile:


(ygan) #4

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
	}
}


(Lanz) #5

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 it’s for ET you don’t need the terrain.vertex shader any more since ET doesn’t use it anyway.


(ygan) #6

not work :frowning:


(Ifurita) #7

did you add the shader name to shaderlist.txt?


(ygan) #8

no

i do it but no change


(Jaquboss) #9

Dont forget that radiant must have acces to your textures ( try to compile goldrush without giving radiant textures, you will see similar things…


(DAbell) #10

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, it’s available from the Easygen website.

If you go here there is a template you can download that sorts out some problems.

http://easygen.no-ip.org/

Hope this helps you out.

<DJ>


(nUllSkillZ) #11

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 ā€œā€¦_baseā€.
Btw I miss this shader in your shaderfile.


(ygan) #12

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!! :slight_smile:


(The Wanderer) #13

I’m not sure you understand the use of detail textures and that is definitely not the template DDAbell was talking about. Here’s 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.