Terrain Textures Problem !


(Softwar) #1

Hi all,

I’m making a new map but I’ve got a problem with my terrain.

I made a terrain with easygen and I loaded it in in radiant, I can do a bsp and test it.

But the textures in easygen are bigger then I see them ingame…

I’ll add some screenies…

How can I fix this?

:banghead: Softwar :banghead:


(Loffy) #2

Hi!
The textures have a shader. Can you post the shaders for your terrain textures?
I think you must change the scale. You see, the shader can scale the textures anyway you want (almost). So, let’s see if we can re-scale your terrain textures a bit :slight_smile:
// Loffy


(Softwar) #3

Here are my terrain shaders =>


textures/Battle/terrain_0
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/snow_sd/bigrock_rounded_faint.tga
		rgbGen vertex
		tcmod scale 1.000 1.000
	}
}

textures/Battle/terrain_1
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/snow_sd/snow_var01_big.tga
		rgbGen vertex
		tcmod scale 1.000 1.000
	}
}

textures/Battle/terrain_2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/snow_sd/mxrock4b_snow.tga
		rgbGen vertex
		tcmod scale 1.000 1.000
	}
}

textures/Battle/terrain_0to1
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/snow_sd/bigrock_rounded_faint.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 1.000 1.000
	}
	{
		map textures/snow_sd/snow_var01_big.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 1.000 1.000
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/Battle/terrain_0to2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/snow_sd/bigrock_rounded_faint.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 1.000 1.000
	}
	{
		map textures/snow_sd/mxrock4b_snow.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 1.000 1.000
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/Battle/terrain_1to2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/snow_sd/snow_var01_big.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 1.000 1.000
	}
	{
		map textures/snow_sd/mxrock4b_snow.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 1.000 1.000
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/Battle/terrain.vertex
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/snow_sd/bigrock_rounded_faint.tga
		rgbGen vertex
		tcmod scale 1.000 1.000
	}
}

:banghead: Softwar :banghead:


(Loffy) #4

Ok, now change all tcmod scales to 2:

For example:

textures/Battle/terrain_0 
{ 
   surfaceparm nolightmap 
   q3map_novertexshadows 
   q3map_forcesunlight 
   { 
      map textures/snow_sd/bigrock_rounded_faint.tga 
      rgbGen vertex 
      tcmod scale 2.0 2.0 //CHANGE HERE! 
   } 
} 

… and so on…

You must recompile the map.
Let’s see if it works!
// Loffy


(Softwar) #5

Omfg,

I changed the shader liked you told me but now the textures (ingame) are even smaller then before :banghead:

:banghead: Softwar :banghead:


(Softwar) #6

Ok,

My terrain is looking good now,

I changed the scale to 0.250 :slight_smile:

Thx for the advice Loffy

:banana: Softwar :banana:


(nUllSkillZ) #7

Strange.
Because I’ve found this:

tcMod scale sScale tScale
Resizes (enlarges or shrinks) the texture coordinates by multiplying them against the given factors of sScale and tScale.
The values “s” and "t"conform to the “x” and “y” values (respectively) as they are found in the original texture TGA.
The values for sScale and tScale are NOT normalized.
This means that a value greater than 1.0 will increase the size of the texture.
A positive value less than one will reduce the texture to a fraction of its size and cause it to repeat within the same area as the original texture
(Note: see clampTexCoords for ways to control this).

It’s taken from:
http://www.shaderlab.com/q3map2/shader_manual/ch6.html#tcmod


(Softwar) #8

North Pole shaders also have 0.250 scale

:banana: Softwar :banana:


(Loffy) #9

Mapping rocks!
:rocker:


(Mr_Tickles) #10

Also, it looks as though you have vertex lighting. You can fix this, if you want to, by taking a look at this thread, it covers all the basic problems of using easygen aswell. -> http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=8089&start=0