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Grass on lightmapped terrain (SoF2)


KENNITHH

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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

}

}

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