And this shader is having none of it. Basically what I’m attempting to do is what the SD guys did with the grass on Radar. I have no idea what I’m doing, really.
I just copy|pasted some crap from the appropriate Jedi Academy shader, and prayed for the best.
textures/kalima/terrain_1
{
q3map_baseshader textures/kalima/terrain_base
q3map_material LongGrass
{
map textures/gonk/kalima_ground.tga
}
{
map textures/imperial/grass
surfaceSprites flattened 48 24 45 400
ssFademax 3000
ssFadescale 2.5
ssVariance 1 2
ssWind 0.8
alphaFunc GE192
blendFunc GL_ONE GL_ZERO
depthWrite
rgbGen exactVertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}
When I do this, the grass DOES show up, but not exactly how I had planned it. It is projected very sparsely across the terrain, and parallel to it, not perpendicular as it should be. And the size is also much too large. Does anyone have a clue as to what I can do to get this to work? Also, here’s my base_terrain:
textures/kalima/terrain_base
{
q3map_nonplanar
q3map_shadeangle 120
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_lightmapsize 512 512
q3map_lightmapsamplesize 64
q3map_texturesize 512 512
q3map_tcGen ivector ( 762 0 0 ) ( 0 762 0 )
}
Any ideas?
Tis very strange. I might have to bug the poor Raven guys.