KENNITHH Posted December 3, 2013 Share Posted December 3, 2013 Hi, I'm having an issue with getting foliage on a lightmapped terrain for Soldier of Fortune II - Double Helix ( the engine brother of JK2). It shows up on some small places but not spreaded. If I use vertexlit terrain, then it works like it should but the lightning is then bad. shader: textures/riverpass/terrain_base { q3map_material LongGrass q3map_lightmapsampleoffset 8.0 q3map_lightmapMergable q3map_lightmapaxis z q3map_tcMod rotate 37 q3map_tcMod scale 1 1 q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) q3map_nonplanar q3map_shadeAngle 120 } textures/riverpass/terrain1_1 { qer_editorimage textures/riverpass/mxrock4b_snow q3map_material Snow q3map_baseshader textures/riverpass/terrain_base { map textures/riverpass/mxrock4b_snow rgbGen identity } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap rgbGen identity } { map gfx/sprites/grass_tall_shd surfaceSprites vertical 32 20 40 400 ssFademax 1500 ssFadescale 2 ssVariance 1 2 ssWind 0.8 alphaFunc GE192 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA depthWrite rgbGen identity } { map models/objects/colombia/jungle/tree02_shd surfaceSprites vertical 32 20 128 350 ssFademax 1200 ssFadescale 2 ssVariance 1 2 ssWind 0.8 alphaFunc GE192 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA depthWrite rgbGen identity } } Link to comment Share on other sites More sharing options...
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