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Terrain-Textures-Question

Page: 1 of 1
 way
11-28-2003, 12:30 PM
#1
Hi,
Can someone tell me, how I can make a terrain with more than one texture?
I want to make a map for jka like this for UT 2003 --> http://www.jedi-knight2.de/forum/attachment.php?postid=221457) , and there are two textures one the terrain.
 silverwest
11-28-2003, 11:51 PM
#2
if you look in the gtkradiant folder, you'll find a tutorial explaining how to do terrains like this one.

it's a little outdated though. you'll probably want you terrain lightmapped, which wasn't a feature before q3map2. So you change the metashader. Go here http://www.shaderlab.com/q3map2/manual/notes/wabbit.htm) for the new metashader example to get lightmapping.
 silverwest
11-28-2003, 11:52 PM
#3
hmm, the link was a page off. just click "terrain tips" at the bottom.
 Lil Killa
11-29-2003, 12:53 AM
#4
 shukrallah
11-29-2003, 12:58 AM
#5
hah, you beat me to it lil killa :D Easy gen is the best ;) :whtsmile: im surprised raven didnt use it.
 way
11-29-2003, 6:46 AM
#6
Ah, thx for answers... that's exactly what I searched.
(and of course thx to rgoer, for his tutorial:D )
 way
11-29-2003, 7:02 PM
#7
hmm... it doesn't work:( and looks like this.
http://www.beepworld.de/memberdateien/members18/gamefun1/shot0026.jpg)
In the logging-file is also written "WARNING: Couldn't find image for shader textures/eigene/baseterrain"

What have I done wrong?:confused:
 WadeV1589
11-29-2003, 7:04 PM
#8
Did you add the .shader file to shaderlist.txt?
 way
11-29-2003, 7:10 PM
#9
yes
(before I did that, in the logging-File was written "couldn't find textures/common/terrain")
 shukrallah
11-29-2003, 7:21 PM
#10
add this to the end of your shader:

textures/common/terrain
{
q3map_terrain
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nomarks
}

then recompile... and there is no common/terrain texture, that doesnt make a difference (as far as i know)
 way
11-29-2003, 7:25 PM
#11
I have this already at the end of my shader:(
Does the *.shader-file help?
here:
textures/eigene/baseterrain
{
q3map_lightmapsamplesize 8
q3map_lightmapsampleoffset 8
q3map_lightmapaxis z
}

textures/eigene/terrain_0
{
q3map_baseshader textures/eigene/baseterrain
{
map textures/yavin/greenblock.jpg
rgbGen identity
tcMod scale 0.1 0.1
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
rgbGen identity
}
}

textures/eigene/terrain_1
{
q3map_baseshader textures/eigene/baseterrain
{
map textures/yavin/rock3.jpg
rgbGen identity
tcMod scale 0.05 0.05
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
rgbGen identity
}
}

textures/eigene/terrain_2
{
q3map_baseshader textures/eigene/baseterrain
{
map textures/yavin/lighturth.jpg
rgbGen identity
tcMod scale 0.075 0.075
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
rgbGen identity
}
}

textures/eigene/terrain_3
{
q3map_baseshader textures/eigene/baseterrain
{
map textures/yavin/stone.jpg
rgbGen identity
tcMod scale 0.1 0.1
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
rgbGen identity
}
}

textures/eigene/terrain_0to1
{
q3map_baseshader textures/eigene/baseterrain

{
map textures/yavin/greenblock.jpg
rgbGen identity
alphaGen vertex
tcmod scale 0.1 0.1
}
{
map textures/yavin/rock3.jpg
rgbGen identity
alphaGen vertex
tcmod scale 0.05 0.05
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
rgbGen identity
}
}

textures/eigene/terrain_0to2
{
q3map_baseshader textures/eigene/baseterrain

{
map textures/yavin/greenblock.jpg
rgbGen identity
alphaGen vertex
tcmod scale 0.1 0.1
}
{
map textures/yavin/lighturth.jpg
rgbGen identity
alphaGen vertex
tcmod scale 0.075 0.075
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
rgbGen identity
}
}

textures/eigene/terrain_0to3
{
q3map_baseshader textures/eigene/baseterrain

{
map textures/yavin/greenblock.jpg
rgbGen identity
alphaGen vertex
tcmod scale 0.1 0.1
}
{
map textures/yavin/stone.jpg
rgbGen identity
alphaGen vertex
tcmod scale 0.1 0.1
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
rgbGen identity
}
}

textures/eigene/terrain_1to2
{
q3map_baseshader textures/eigene/baseterrain

{
map textures/yavin/rock3.jpg
rgbGen identity
alphaGen vertex
tcmod scale 0.05 0.05
}
{
map textures/yavin/lighturth.jpg
rgbGen identity
alphaGen vertex
tcmod scale 0.075 0.075
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
rgbGen identity
}
}

textures/eigene/terrain_1to3
{
q3map_baseshader textures/eigene/baseterrain

{
map textures/yavin/rock3.jpg
rgbGen identity
alphaGen vertex
tcmod scale 0.05 0.05
}
{
map textures/yavin/stone.jpg
rgbGen identity
alphaGen vertex
tcmod scale 0.1 0.1
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
rgbGen identity
}
}

textures/eigene/terrain_2to3
{
q3map_baseshader textures/eigene/baseterrain

{
map textures/yavin/lighturth.jpg
rgbGen identity
alphaGen vertex
tcmod scale 0.075 0.075
}
{
map textures/yavin/stone.jpg
rgbGen identity
alphaGen vertex
tcmod scale 0.1 0.1
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
rgbGen indentity
}
}

textures/eigene/terrain.vertex
{
{
map textures/yavin/greenblock.jpg
rgbGen vertex
}
}

textures/common/terrain
{
q3map_terrain
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nomarks
}
 WadeV1589
11-29-2003, 7:32 PM
#12
Have you got the latest GTKRadiant? More importantly is have you got the latest Q3Map2?

If you get the latest GTK it should create textures/system/terrain which is what Q3Map2 uses for JA terrain.

http://www.shaderlab.com/) - get Q3Map2 2.5.10
 way
11-29-2003, 7:39 PM
#13
I've got the .12-Radiant....and im compiling with Q3Map2Build eh I've got the newest version of q3map2: 2.5.10
 GothiX
11-29-2003, 8:30 PM
#14
Looks like you're missing a bracket at the beginning and at the end of the shader file.
 WadeV1589
11-29-2003, 8:32 PM
#15
Since when are shader files encompassed in brackets... :confused:
 way
11-29-2003, 9:05 PM
#16
@GothicX:
Are you sure? In the Tutorial aren't brackets too.


hmm... how must I compile to get this Terrain?
 Business_Eskimo
11-29-2003, 9:25 PM
#17
Naw, you don't need brackets at the start and end of a .shader file.
 WadeV1589
11-29-2003, 11:31 PM
#18
I think GothiX has been on something :evanpiel:
 Business_Eskimo
11-29-2003, 11:36 PM
#19
Originally posted by WadeV1589
I think GothiX has been on something :evanpiel:
Gouda cheese.

:p
 shukrallah
11-30-2003, 12:47 AM
#20
if you cant get it working, then just restart, i had a lot of trouble with it, but when i restarted it worked out ok.
 way
12-01-2003, 4:54 PM
#21
Now I know what I did wrong!

I haven't export the EasyGen-Terrain with the "TEmplates: q3map2"

Now the Terrain works:D

thx 4 the suggestions
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