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grass

Page: 1 of 1
 JeeMonkey
01-26-2005, 5:34 PM
#1
hey does anyone know hot to make grass in a map that looks exactly like the grass in ctf3???? ive tried everything and i cant find a forum that has already covered this topic so plz help me.
 demo
01-27-2005, 4:29 AM
#2
theres grass in yavin and imperial i think

likea tall grass or grass poping out of ground


if its poping out of ground look for textures with phong i think
 wedge2211
01-27-2005, 6:36 AM
#3
Not phong...sprite.
 JeeMonkey
01-27-2005, 1:54 PM
#4
what if i want to add a sprite to my custom made texture???? meaning.....i have the ground cover and i want to add grass to it
 demo
01-27-2005, 2:20 PM
#5
thats a shader
 JeeMonkey
01-27-2005, 4:22 PM
#6
ok so i looked up a lot of ****, and i have made my custom shader with the groud i want and grass.

PROBLEM:
the shader can not be found when i open gtk radient.

if there is anything u need me to do i.e. copy the shader file......just ask cause i really want to solve this problem.
 demo
01-27-2005, 5:33 PM
#7
well make sure none of the important stuff is missing like the editor image

or

just post the code stuff
 JeeMonkey
01-27-2005, 6:27 PM
#8
ok well i dont know what the editor image is.......but heres the txt form of the shader:



textures/twoods/twoods_grass
{
qer_editorimage textures/twoods/floor_grass2
q3map_material ShortGrass
q3map_nolightmap
cull twosided
{
map textures/twoods/floor_grass2
}
{
map gfx/sprites/grass2
surfaceSprites vertical 32 24 42 500
ssFademax 1500
ssFadescale 1
ssVariance 1 2
ssWind 0.5
alphaFunc GE192
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
depthWrite
rgbGen vertex
}
}

textures/twoods/twoods_cattail
{
qer_editorimage textures/twoods/floor_grass2
q3map_material LongGrass
cull twosided
{
map $lightmap
}
{
map textures/twoods/floor_grass2
blendFunc GL_DST_COLOR GL_ZERO
}
{
map gfx/sprites/grass_cattail
surfaceSprites vertical 24 36 75 500
ssFademax 1500
ssFadescale 1
ssVariance 1 2
ssWind 0.5
alphaFunc GE192
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
depthWrite
rgbGen vertex
}
}

textures/twoods/twoods_tallgrass
{
qer_editorimage textures/twoods/floor_grass2
q3map_material ShortGrass
cull twosided
{
map $lightmap
}
{
map textures/twoods/floor_grass2
blendFunc GL_DST_COLOR GL_ZERO
}
{
map gfx/sprites/y_grass_tall
alphaFunc GE192
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
depthWrite
rgbGen vertex
}
}

textures/twoods/twoods_grasscombo
{
qer_editorimage textures/twoods/floor_grass2
q3map_material LongGrass
cull twosided
{
map $lightmap
}
{
map textures/twoods/floor_grass2
blendFunc GL_DST_COLOR GL_ZERO
}
{
map gfx/sprites/grass2
surfaceSprites vertical 32 24 42 500
ssFademax 1500
ssFadescale 1
ssVariance 1 2
ssWind 0.5
alphaFunc GE192
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
depthWrite
rgbGen vertex
}
{
map gfx/sprites/y_grass_tall
alphaFunc GE192
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
depthWrite
rgbGen vertex
}
}
 demo
01-27-2005, 6:35 PM
#9
well might be you need to tab over 1 i think open like common in wordpad and figure out how many spaces there are
 wedge2211
01-27-2005, 6:41 PM
#10
The tabs are optional. They also don't post to the forum unless you put them in code tags.

Did you add your shader file name to the file shaderlist.txt? That's a simple beginner error to make.
 demo
01-28-2005, 4:54 PM
#11
yay they're optional


speacking of wich shader wise how do you make floors reflect stuff like not player i forgot command
 JeeMonkey
01-28-2005, 7:47 PM
#12
how do u add it to the shaderlist.txt????????


and how do u make reflective floors??????
 wedge2211
01-29-2005, 6:19 PM
#13
Open up shaderlist.txt, and type the name of your shader file. (If your shader file is mymap.shader, add the line "mymap" to the shaderlist.)

As for reflective floors...find a reflective floor shader from the game and open it up in notepad, that ought to tell you what you need to know. The stage marked "tcGen environment" is the "shiny" bit. Search these forums if you need more information.
 JeeMonkey
01-30-2005, 6:38 PM
#14
thx for helping me out with that problem.

ive got one more question concerning the topic of shaders..........

QUESTION:
if i want to make a design, like a logo or a personal seal etc........how do i make it so the gaps between the design of the logo are made invisible rather than white???????????

would i copy and paste my logo onto the caulk shader and save as "mylogo" ??????????
 wedge2211
01-30-2005, 6:45 PM
#15
Ha, no. You've gotta load up the image in a good image editing program and make sure the alpha channel is set to 0% (full transparency) in those areas. I'm not gonna explain as it varies from program to program, and that's not so much a mapping question...you'd better search for tutorials for whatever image progam is your favorite. Google the program name and "alpha channel."

Or, set those areas to BLACK and use blendfunc add--but that'll give you some wierd colors.
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