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ForumsJedi Outcast and Jedi Academy Editing Forum → alphamod for terrain
alphamod for terrain
2004-05-10, 11:51 AM #1
Can anyone help explain how to use q3map_alphamod dotproduct to do terrain? Here's what I'm using, but all the brushes that I paint with the blend shader also show up with the yavin/dugdirt only.

Code:
textures/speed/green
{
	qer_editorimage	textures/speed/1
	q3map_lightImage textures/yavin/ground

	q3map_nonplanar
	q3map_shadeAngle 179
	q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 )
	q3map_tcMod rotate 33
	q3map_lightmapAxis z

	surfaceparm nonsolid
	surfaceparm pointlight

	{
		map textures/yavin/ground
		rgbGen vertex
	}
}

textures/speed/soil
{
	qer_editorimage	textures/speed/2
	q3map_lightImage textures/yavin/dugdirt

	q3map_nonplanar
	q3map_shadeAngle 179
	q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 )
	q3map_tcMod rotate 33
	q3map_lightmapAxis z

	surfaceparm nonsolid
	surfaceparm pointlight

	{
		map textures/yavin/dugdirt
		rgbGen vertex
	}
}


//SHADER FOR BLENDING BETWEEN GREEN AND SOIL
textures/speed/greentosoil
{
	qer_editorimage	textures/speed/3
	q3map_lightImage textures/yavin/ground

	q3map_nonplanar
	q3map_shadeAngle 179
	q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 )
	q3map_tcMod rotate 33
	q3map_lightmapAxis z
	q3map_alphaMod dotproduct2 ( 0 0 0.95 )

	surfaceparm nonsolid
	surfaceparm pointlight

	{
		map textures/yavin/ground
		rgbGen vertex
	}
	{
		map textures/yavin/dugdirt
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbGen vertex
	}
}
2004-05-11, 3:14 AM #2
q3 can only blend a maximum 2 two textures at a time.
If you're trying to blend textures for terrain, I suggest easygen. It's a great terrain maker, and you can texture the terrain right there.

http://digilander.libero.it/ilbanca/files_easygen.htm?

------------------
"Whats your name"
Cody
"No, whats your real name"
Arkon............
Proud member of the Co-op
Flipsides crackers are the best crackers to have ever existed
2004-05-11, 7:47 AM #3
I've used the normal terrain method in the past, but it's not working for this map--I think it's being incompatible with my func_static ground.

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