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Blood + terrain = bad


Arkon11

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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.

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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)

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