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.
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it's a little outdated though.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.
hmm, the link was a page off. just click "terrain tips" at the bottom.
hah, you beat me to it lil killa :D Easy gen is the best ;) :whtsmile: im surprised raven didnt use it.
Ah, thx for answers... that's exactly what I searched.
(and of course thx to rgoer, for his tutorial:D )
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:
Did you add the .shader file to shaderlist.txt?
yes
(before I did that, in the logging-File was written "couldn't find textures/common/terrain")
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)
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
}
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
I've got the .12-Radiant....and im compiling with Q3Map2Build eh I've got the newest version of q3map2: 2.5.10
Looks like you're missing a bracket at the beginning and at the end of the shader file.
Since when are shader files encompassed in brackets... :confused:
@GothicX:
Are you sure? In the Tutorial aren't brackets too.
hmm... how must I compile to get this Terrain?
Naw, you don't need brackets at the start and end of a .shader file.
I think GothiX has been on something :evanpiel:
Originally posted by WadeV1589
I think GothiX has been on something :evanpiel:
Gouda cheese.
:p
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.
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