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JeeMonkey

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Posted

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.

Posted

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

Posted

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.

Posted

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

}

}

Posted

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.

Posted

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.

Posted

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" ??????????

Posted

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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