Arkon11 Posted August 27, 2004 Share Posted August 27, 2004 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. Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted August 28, 2004 Share Posted August 28, 2004 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) Link to comment Share on other sites More sharing options...
Arkon11 Posted August 30, 2004 Author Share Posted August 30, 2004 any ideas? anyone? Link to comment Share on other sites More sharing options...
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