Please someone help me, i have never mastered shader files for terrain. I keep getting the stupid orange squares.
textures/castle/terrain_base
{
nopicmips
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_tcGen ivector ( 1024 0 0 ) ( 0 1024 0 )
textures/castle/terrain_0
{
q3map_baseshader textures/castle/terrain_base
qer_editorimage textures/temperate_sd/rock_graynoise.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/rock_graynoise.tga
tcMod scale 0.125 0.125
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/castle/terrain_1
{
q3map_baseshader textures/castle/terrain_base
qer_editorimage textures/temperate_sd/sand_patchnoise.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/sand_patchnoise.tga
tcMod scale 0.125 0.125
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/castle/terrain_2
{
q3map_baseshader textures/castle/terrain_base
qer_editorimage textures/temperate_sd/sand_bubbles_bright.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/sand_bubbles_bright.tga
tcMod scale 0.125 0.125
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/castle/terrain_3
{
q3map_baseshader textures/castle/terrain_base
qer_editorimage textures/temperate_sd/sand_disturb_bright.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/sand_disturb_bright.tga
tcMod scale 0.125 0.125
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/castle/terrain_0to1
{
q3map_baseshader textures/castle/terrain_base
qer_editorimage textures/temperate_sd/rock_graynoise.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/rock_graynoise.tga
tcMod scale 0.125 0.125
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/castle/terrain_0to2
{
q3map_baseshader textures/castle/terrain_base
qer_editorimage textures/temperate_sd/rock_graynoise.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/rock_graynoise.tga
tcMod scale 0.125 0.125
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/castle/terrain_0to3
{
q3map_baseshader textures/castle/terrain_base
qer_editorimage textures/temperate_sd/rock_graynoise.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/rock_graynoise.tga
tcMod scale 0.125 0.125
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/castle/terrain_1to2
{
q3map_baseshader textures/castle/terrain_base
qer_editorimage textures/temperate_sd/sand_patchnoise.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/sand_patchnoise.tga
tcMod scale 0.125 0.125
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/castle/terrain_1to3
{
q3map_baseshader textures/castle/terrain_base
qer_editorimage textures/temperate_sd/sand_patchnoise.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/sand_patchnoise.tga
tcMod scale 0.125 0.125
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/castle/terrain_2to3
{
q3map_baseshader textures/castle/terrain_base
qer_editorimage textures/temperate_sd/sand_bubble_bright.tga
surfaceparm landmine
surfaceparm grasssteps
{
map textures/temperate_sd/rocky_sand.tga
tcMod scale 0.125 0.125
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/vxcastle/terrain
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/rock_graynoise.tga
rgbGen vertex
}
}