terrain shader


(MMFSdjw) #1

I did alittle bit of searching but couldn’t find what I was looking for.

Is it possible to use a black and white(or similarly colored) texture to apply 2 different textures to a single brush face?

Everything I found in searching was only related to terrain lightmaps, not texture blending.

Does that make sense?

Intending to use this in both EF & Q3 of that makes a difference.


(nUllSkillZ) #2

Try this one:
http://www.planetquake.com/simland/pages/articles/terrain1_1.htm


(MMFSdjw) #3

Thanks, that helps alot, however, it’s not exactaly what I was looking for.

The first thing on the first page of that referes to an external PCX file to designate where the textures blend but there is no mention of that method in the rest of the tutorial.

what I’m looking for is being able to use a file like this over a single brush face so that where there is black there would be one texture and where there is white be the other texture.
Is that possible?


(Detoeni) #4

Use a tga with alpha chanel. alpha layers look like your pic, the texture would be removed from the black bit with the right shader.
In your gtkradiant folder is the shader manual for q3, all the info you need is in there.


(MMFSdjw) #5

OK, I’m terrible at explaining things.
I’m trying to texture a large area. so the textures that would be seen would be scaled much smaller than the black & white texture.

Does that make sense?


(LowLife) #6

It is not possible, youll have to cut the face into pieces that fits you drawing.


(MMFSdjw) #7

alright, thanks


(MMFSdjw) #8

Got some more questions.
Do the terrain brushes have to all be in the same func_group?
Do the alpha fade brushes have to be grouped?
Do they have to be in a func_group at all?
The brushes in the example maps that nUllSkillZ posted are grouped but don’t have the _terrain key.
So by that I’m guessing that key is not neccesary when useing the dotproduct2?


(obsidian) #9

Depends. What method are you using to create terrain? With old-school alphamap terrain, yes. New Q3Map2 style alphaMod DP or volume terrain, no.

Alpha fade? I guess you mean the alphaMod volume brushes? No.

No. But it’s often useful when you want certain alphaMod volume brushes to affect only specific terrain brushes, you can group them together and the alphaMod volume brushes won’t affect other parts of the terrain.

Q3Map2 style terrain doesn’t need the terrain key. The terrain key (and other keys) were only needed with alphamap terrain.