JeeMonkey Posted January 26, 2005 Share Posted January 26, 2005 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. Link to comment Share on other sites More sharing options...
demo-boy Posted January 27, 2005 Share Posted January 27, 2005 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 Link to comment Share on other sites More sharing options...
wedge2211 Posted January 27, 2005 Share Posted January 27, 2005 Not phong...sprite. Link to comment Share on other sites More sharing options...
JeeMonkey Posted January 27, 2005 Author Share Posted January 27, 2005 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 Link to comment Share on other sites More sharing options...
demo-boy Posted January 27, 2005 Share Posted January 27, 2005 thats a shader Link to comment Share on other sites More sharing options...
JeeMonkey Posted January 27, 2005 Author Share Posted January 27, 2005 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. Link to comment Share on other sites More sharing options...
demo-boy Posted January 27, 2005 Share Posted January 27, 2005 well make sure none of the important stuff is missing like the editor image or just post the code stuff Link to comment Share on other sites More sharing options...
JeeMonkey Posted January 27, 2005 Author Share Posted January 27, 2005 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 } } Link to comment Share on other sites More sharing options...
demo-boy Posted January 27, 2005 Share Posted January 27, 2005 well might be you need to tab over 1 i think open like common in wordpad and figure out how many spaces there are Link to comment Share on other sites More sharing options...
wedge2211 Posted January 27, 2005 Share Posted January 27, 2005 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. Link to comment Share on other sites More sharing options...
demo-boy Posted January 28, 2005 Share Posted January 28, 2005 yay they're optional speacking of wich shader wise how do you make floors reflect stuff like not player i forgot command Link to comment Share on other sites More sharing options...
JeeMonkey Posted January 29, 2005 Author Share Posted January 29, 2005 how do u add it to the shaderlist.txt???????? and how do u make reflective floors?????? Link to comment Share on other sites More sharing options...
wedge2211 Posted January 29, 2005 Share Posted January 29, 2005 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. Link to comment Share on other sites More sharing options...
JeeMonkey Posted January 30, 2005 Author Share Posted January 30, 2005 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" ?????????? Link to comment Share on other sites More sharing options...
wedge2211 Posted January 30, 2005 Share Posted January 30, 2005 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. Link to comment Share on other sites More sharing options...
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