Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

Blood + terrain = bad

Page: 1 of 1
 Arkon11
08-27-2004, 5:12 PM
#1
Well my terrain works, my foghull works. No problems with that. Heres the problem. I downloaded a blood mod. Blood+ . Which is a bit to gory and I'm going to toan down for my personal uses later. But heres the problem. Though it works on textures, leaving puddles on the ground. But on my terrain, and therefor my terrain shader. It looks as if it fall right through leaving nothing.

Heres the blood shader

------------------------------

gfx/blood/drops_big
{
q3map_nolightmap
cull twosided
{
map gfx/blood/dropsbig
blendFunc GL_DST_COLOR GL_ONE_MINUS_SRC_ALPHA
}
}

gfx/blood/spat_big
{
polygonOffset
q3map_nolightmap
cull twosided
{
map gfx/blood/spatbig
blendFunc GL_DST_COLOR GL_ONE_MINUS_SRC_ALPHA
}
}

gfx/blood/drops_med
{
qer_editorimage gfx/blood/dropsbig
q3map_nolightmap
cull twosided
{
map gfx/blood/dropsmed
blendFunc GL_DST_COLOR GL_ONE_MINUS_SRC_ALPHA
}
}

gfx/blood/spat_med
{
qer_editorimage gfx/blood/spatbig
polygonOffset
q3map_nolightmap
cull twosided
{
map gfx/blood/spatmed
blendFunc GL_DST_COLOR GL_ONE_MINUS_SRC_ALPHA
}
}

gfx/blood/drops_small
{
qer_editorimage gfx/blood/dropsbig
q3map_nolightmap
cull twosided
{
map gfx/blood/dropssmall
blendFunc GL_DST_COLOR GL_ONE_MINUS_SRC_ALPHA
}
}

gfx/blood/spat_small
{
qer_editorimage gfx/blood/spatbig
polygonOffset
q3map_nolightmap
cull twosided
{
map gfx/blood/spattiny
blendFunc GL_DST_COLOR GL_ONE_MINUS_SRC_ALPHA
}
}

gfx/blood/drops_tiny
{
qer_editorimage gfx/blood/dropsbig
q3map_nolightmap
cull twosided
{
map gfx/blood/dropstiny
blendFunc GL_DST_COLOR GL_ONE_MINUS_SRC_ALPHA
}
}

gfx/blood/spat_tiny
{
qer_editorimage gfx/blood/spatbig
polygonOffset
q3map_nolightmap
cull twosided
{
map gfx/blood/spatsmall
blendFunc GL_DST_COLOR GL_ONE_MINUS_SRC_ALPHA
}
}

gfx/blood/spat_pool
{
qer_editorimage gfx/blood/spatbig
polygonOffset
q3map_nolightmap
cull twosided
{
map gfx/blood/spatpool
blendFunc GL_DST_COLOR GL_ONE_MINUS_SRC_ALPHA
}
}

gfx/blood/drops_pool
{
qer_editorimage gfx/blood/spatbig
polygonOffset
q3map_nolightmap
cull twosided
{
map gfx/blood/dropspool
blendFunc GL_DST_COLOR GL_ONE_MINUS_SRC_ALPHA
}
}


---------------------------------------------------------------------


Heres the Terrain Shader

---------------------------------------------------

textures/japan_village/terrain_base
{
nopicmips
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}

textures/japan_village/terrain_0
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/rock_color.jpg
{
map textures/co-op/rock_color.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_1
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/yavin/rockwall.jpg
{
map textures/yavin/rockwall.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_2
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_3
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_4
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/yavin/dugdirt.jpg
{
map textures/yavin/dugdirt.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_5
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/yavin/mudside_b.jpg
{
map textures/yavin/mudside_b.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_6
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/temple_stonea_edit.jpg
{
map textures/co-op/temple_stonea_edit.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_0to1
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/rock_color.jpg
{
map textures/co-op/rock_color.jpg
}
{
map textures/yavin/rockwall.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_0to2
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/rock_color.jpg
{
map textures/co-op/rock_color.jpg
}
{
map textures/co-op/grass_bright3.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_0to3
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/rock_color.jpg
{
map textures/co-op/rock_color.jpg
}
{
map textures/co-op/grass_bright3.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_0to4
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/rock_color.jpg
{
map textures/co-op/rock_color.jpg
}
{
map textures/yavin/dugdirt.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_0to5
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/rock_color.jpg
{
map textures/co-op/rock_color.jpg
}
{
map textures/yavin/mudside_b.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_0to6
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/rock_color.jpg
{
map textures/co-op/rock_color.jpg
}
{
map textures/co-op/temple_stonea_edit.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_1to2
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/yavin/rockwall.jpg
{
map textures/yavin/rockwall.jpg
}
{
map textures/co-op/grass_bright3.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_1to3
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/yavin/rockwall.jpg
{
map textures/yavin/rockwall.jpg
}
{
map textures/co-op/grass_bright3.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_1to4
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/yavin/rockwall.jpg
{
map textures/yavin/rockwall.jpg
}
{
map textures/yavin/dugdirt.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_1to5
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/yavin/rockwall.jpg
{
map textures/yavin/rockwall.jpg
}
{
map textures/yavin/mudside_b.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_1to6
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/yavin/rockwall.jpg
{
map textures/yavin/rockwall.jpg
}
{
map textures/co-op/temple_stonea_edit.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_2to3
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map textures/co-op/grass_bright3.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_2to4
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map textures/yavin/dugdirt.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_2to5
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map textures/yavin/mudside_b.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_2to6
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map textures/co-op/temple_stonea_edit.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_3to4
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map textures/yavin/dugdirt.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_3to5
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map textures/yavin/mudside_b.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_3to6
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/co-op/grass_bright3.jpg
{
map textures/co-op/grass_bright3.jpg
}
{
map textures/co-op/temple_stonea_edit.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_4to5
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/yavin/dugdirt.jpg
{
map textures/yavin/dugdirt.jpg
}
{
map textures/yavin/mudside_b.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_4to6
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/yavin/dugdirt.jpg
{
map textures/yavin/dugdirt.jpg
}
{
map textures/co-op/temple_stonea_edit.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/japan_village/terrain_5to6
{
q3map_baseshader textures/japan_village/terrain_base
qer_editorimage textures/yavin/mudside_b.jpg
{
map textures/yavin/mudside_b.jpg
}
{
map textures/co-op/temple_stonea_edit.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}



-------------------------------------


any thoughts and ideas will be apreiated. Oh, and I won't be able to reply until monday, I'm going on a little trip.
 shukrallah
08-27-2004, 10:13 PM
#2
Well.. you shouldn't have posted untill Monday, because now it will probably go way down the list, and maybe onto the 2nd page.

Anyways, it could be that your terrain is detail.


No wait.. actually, if you have that nomarks thing turned on, in your shader (of the terrain) that might be why. It might be thinking the blood is a "mark" so it doesn't draw it. Cut the terrain with your saber (or shoot it) and see if it leaves a mark. If not, that might be your problem (make sure wall marks is turned on in your menu)
 Arkon11
08-30-2004, 12:16 PM
#3
any ideas? anyone?
Page: 1 of 1