Arkon11 Posted July 8, 2004 Posted July 8, 2004 Well, I'm working on an un-anouced map, I found this neat grass shader in a bushido map pack for JO. ----------------------------------------- textures/f0x0r/japanvertgrass01 { qer_editorimage textures/f0x0r/japanvertgrass01 { map textures/f0x0r/japanvertgrass01 } { map $lightmap blendfunc filter rgbgen identity } { map textures/f0x0r/ss_grassjapan surfaceSprites vertical 5 20 25 2000 ssVariance 1 2 ssWind 4.0 alphaFunc GE192 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA depthWrite rgbGen vertex } } ----------------------------------- It's pretty decent, and with a little tweaking it will suit my needs (if i get permission to use it that is). But I am having trouble. to use this shader, you have to lay down this grass shader/texture. Which is visable and solid. Then the grass sprites appear on that. I want it so I can lay down something that is invisible and not solid. Kinda like nodraw. I don't have any idea what to do. Any suggestions. Oh and I just did this--- Well, I made a few changes, ignore the file names and stuff. ------------------------------ textures/grass/floor { qer_editorimage textures/grass/floor surfaceparm nomarks surfaceparm nodraw surfaceparm nonsolid surfaceparm nonopaque surfaceparm trans q3map_nolightmap { map $lightmap blendfunc filter rgbgen identity } { map textures/f0x0r/ss_grassjapan surfaceSprites vertical 5 20 25 2000 ssVariance 1 ssWind 0.0 alphaFunc GE192 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA depthWrite rgbGen vertex } } ----------------------- I thought that would make the ground texture invisble.(the nodraw part) But it made everything invisable so it seems. I still need some help.
lauser Posted July 9, 2004 Posted July 9, 2004 Okay is this for M/P? If it is and you use grass_sprites all over, don't expect great framerates. Sprites lag maps.
wedge2211 Posted July 10, 2004 Posted July 10, 2004 Get rid of surfaceparm nodraw. This section: Originally posted by Arkon11 { map textures/f0x0r/ss_grassjapan surfaceSprites vertical 5 20 25 2000 ssVariance 1 ssWind 0.0 alphaFunc GE192 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA depthWrite rgbGen vertex } Is what maps a texture to the surface. (See the "map textures/..." line?) Try making yourself a jpeg that's all black and replacing the stage I highlighted with: { map textures/whatever/black blendfunc add } Then you should be able to apply the shader to a brush and just get grass sprites sprouting from an invisible surface.
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