terrain texture


(Mlehliw) #1

I used easygen to create a rather simple terrain and exported it as a map (I followed their tutorial exactly since it was my first time making a terrain). Then I load it up in radiant, compile it, and run et but I find out to my dismay that my terrain is not using the texture I had planned for it.

I’m not quite sure whats wrong it, radiant spit out this when i compiled it though:

-1 textures/snowery/terrain_0 (world)

I don’t what the hell that is supposed to mean. Is terrain_0 supposed to be the texture I want to use or is that supposed to simply be another folder to hold it?


(Jack) #2

I’m kinda hazy on this, but I believe terrain 0 is the “base level” terrain. Did you only assign only one texture in easygen?

Terrain 0 is usually the lowest or darkest color in the bmp file. Check your shader file and make sure you have something along the lines of


textures/MyMapName/terrain_0
     {	
          surfaceparm nolightmap	
          q3map_novertexshadows	
          q3map_forcesunlight	
                  {
		map textures/terrain/stone/mxrock0.jpg
		rgbGen vertex
		tcmod scale 0.500 0.500
	   }
}

I ran into a few instances in which easygen left out the “YourMapName” part. It was just spitting out


textures//terrain_0
        {
     .........

Basically terrain_0 is just a name given to the terrain at that level. If you use three different textures in easygen, you should get a terrain 0, terrain 0to1, terrain 1, terrain 1to2, terrain 2. They are just references to how your terrain relates to the heightmap, and how the metashaders are scripted.


(Mlehliw) #3

Yep thats all in my shader and it does have the directory with my map’s name so I guess that shouldn’t be a problem.

I don’t know if this makes a difference or not but I have this bit of code in there too.

textures/snowery/vxterrain
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/textures/snow_var01_big.tga
		rgbGen vertex
		tcmod scale 0.500000000 0.500000000
	}
}

(Frankesk) #4

I made new templates to comply with the new metashader format used by goldrush map, for example. I made a litte test terrain map and compiled with:

bsp_Q3Map2: (final) BSP -meta, -vis, -light -fast -filter -samples 2

Here the result:

(maybe the image is too dark, but there are two layers, one on the top of the hill and the other on the floor)

You can try to download, install and test new templates from here. Read install.txt, it’s a simple procedure.

Btw, I also tried to use the “standard” EasyGen metashader template (q3map1, q3 style terrain) and it worked too, the terrain was not lightmapped but textures blended togheter.


(Thej) #5

Do u also have a good example with vertix lit terrain with a base shader??

:bump:


(Mlehliw) #6

As i was reading the installation text i noticed that my version of easygen doesn’t include a templates folder. I have version 1.4 and it seems as if that is not the latest and greatest version.

Could someone point me to the lastest easygen?


(Thej) #7

see the Sig under the Guy from Easygen :smiley:

http://digilander.libero.it/ilbanca/files_easygen.htm


(Mlehliw) #8

heh simpletons like me have problems noticing things like that :smiley:


(Frankesk) #9

Using old style metashader.


(Frankesk) #10

About the beta templates posted above by me:

I’m wondering about the “error”, if it’s normal or not, I dunno at the moment, maybe it ahs to do with tcmod scale, I have to check it out, or if someone find a solution please post it here :wink: so I can update the templates


(Mlehliw) #11

I got my terrain textured finally. Now the only problem is when i shoot at it dust particles come off instead of snow. Is there a surfaceparm thingy i need to add to the shader?


(Jack) #12

Try a surfaceparm snowsteps in the shader file.


(Mlehliw) #13

Thanks but I actually put that in there already (the ground used to sound like gravel) and unfortunately it didn’t change the particle effects. Maybe I’ll have to load up fuel dump to make sure i don’t already have it set right.


(Jack) #14

Tutorial from Nib:

http://www.nibsworld.com/rtcw/faq_general_mapping.shtml#snowterrain


(system) #15

The ET-templates are working god with vanilla rtcw, too.

I just modified the shader a little bit.


(thegnat) #16

Is there a way to apply more than 3 textures to the terrain?
Any help appreciated! Thanks.


(Prophesy) #17

I got my terrian to work, everything except that engineers “cannot place landmine here”.

Even though the shader file looks like this:

textures/oken/terrain_0
{
q3map_baseshader textures/oken/terrain_base
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/desert_sd/sand_disturb_desert.tga
tcMod scale 0.500 0.500
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/oken/terrain_1
{
q3map_baseshader textures/oken/terrain_base
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/desert_sd/rock_edged_smooth.tga
tcMod scale 0.500 0.500
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/oken/terrain_2
{
q3map_baseshader textures/oken/terrain_base
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/desert_sd/sand_gravels_bright.tga
tcMod scale 0.500 0.500
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/oken/terrain_0to1
{
q3map_baseshader textures/oken/terrain_base
{
map textures/desert_sd/sand_disturb_desert.tga
tcMod scale 0.500 0.500
}
{
map textures/desert_sd/rock_edged_smooth.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
tcMod scale 0.500 0.500
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/oken/terrain_0to2
{
q3map_baseshader textures/oken/terrain_base
{
map textures/desert_sd/sand_disturb_desert.tga
tcMod scale 0.500 0.500
}
{
map textures/desert_sd/sand_gravels_bright.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
tcMod scale 0.500 0.500
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/oken/terrain_1to2
{
q3map_baseshader textures/oken/terrain_base
{
map textures/desert_sd/rock_edged_smooth.tga
tcMod scale 0.500 0.500
}
{
map textures/desert_sd/sand_gravels_bright.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
tcMod scale 0.500 0.500
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/oken/terrain_base
{
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_lightmapsize 512 512
q3map_tcGen ivector ( 128 0 0 ) ( 0 128 0 )


Anyone know what the problem might be?
}


(sock) #18

Try adding the surfaceparm for landmines to the blend stages as well or for testing purposes add the landmine surfaceparm to the base terrain shader to see if it works on the landscape.

Sock
:moo:


(Prophesy) #19

I did that Sock.
It didnt work.

But then I solved it, and I do feel a little stupid.

I had to add the “oken” - the name of the mapshader - to the list in shaderlist.txt in scripts.

I had no idea in the world I had to do that. But now landmines works, after I did that :clap:

So, another question.
If my map is ever finished, will other people too need to have “oken” in the list in shaderlist.txt in order to play?
Or is that only for compile purposes?


(sock) #20

The landmine surfaceparm is only needed for compile purposes, but you will also need to include any custom/new shaders you have created in your pk3 file. (The file you distribute everything in)

Sock
:moo: