Jump to content

Problems with trees and water


RJA

Recommended Posts

Posted

Hello !

 

I recently compiled a large map. All is perfect excerpt two things:

 

- Trees, grass_tall, plants and bush doesn't appear. All the leaves, at all. The trunk of the tree appear, but not the leaves (yavin plants).

- Water is completly white (common/water_3). Maybe it is because the map has as specific light: there is a secret zone which transform all the day lights to night lights with a night sky.

 

Anything I can do to have a normal water and compil with leaves ?

Posted

Hello !

 

I recently compiled a large map. All is perfect excerpt two things:

 

- Trees, grass_tall, plants and bush doesn't appear. All the leaves, at all. The trunk of the tree appear, but not the leaves (yavin plants).

- Water is completly white (common/water_3). Maybe it is because the map has as specific light: there is a secret zone which transform all the day lights to night lights with a night sky.

 

Anything I can do to have a normal water and compil with leaves ?

Can you show screenshots and the SHADER files of the waters and leaves? also, building map setting and worldspawn setting.

:)

How work the transition zone?? Have you corrected splitted the two areas of the map with different light parameters?

Posted

I think this is that transition that cause the water problem, because my night lights and day lights are in the same zone, but only turn in/out with a trigger in a hidden place. 

 

Screens in the map, of the water and the trees and plants:

 

1451668656-problem1.jpg

 

1451668658-problem2.jpg

 

Here you see that the bush doesn't appear but the shadows remain.

 

1451668658-problem3.jpg

 

 

 

SHADER OF WATER_3:

 

textures/common/water_3
{
qer_editorimage textures/common/water_1
qer_trans 0.9
surfaceparm nonsolid
surfaceparm nonopaque
surfaceparm water
surfaceparm trans
q3map_material Water
deformvertexes wave 100 sin 1 2.5 2 0.7
    {
        map textures/common/water_1
        blendFunc GL_ONE GL_SRC_ALPHA
        rgbGen const ( 0.752941 0.752941 0.752941 )
        alphaGen const 0.2
        tcMod turb 0.5 0.04 0 0.3
    }
    {
        map $lightmap
        blendFunc GL_DST_COLOR GL_ZERO
    }
    {
        map textures/common/stars
        blendFunc GL_ONE GL_ONE
        tcMod turb 0.4 0.04 0 0.31
    }
}
 
I precise this texture works perflectly in other maps, so I really think it is because there are two differents lights in the same place.
 
 
Plants and trees shaders:
 
models/map_objects/yavin/fern
{
q3map_nolightmap
q3map_alphashadow
q3map_onlyvertexlighting
cull twosided
    {
        map models/map_objects/yavin/fern
        alphaFunc GE128
        rgbGen vertex
    }
}
 
models/map_objects/yavin/plant
{
q3map_nolightmap
q3map_alphashadow
q3map_onlyvertexlighting
cull twosided
    {
        map models/map_objects/yavin/plant
        alphaFunc GE128
        rgbGen vertex
    }
}
 
models/map_objects/yavin/fern3
{
q3map_nolightmap
q3map_alphashadow
q3map_onlyvertexlighting
cull twosided
    {
        map models/map_objects/yavin/fern3
        alphaFunc GE128
        rgbGen vertex
    }
    {
        map models/map_objects/yavin/fern3_spec
        blendFunc GL_SRC_ALPHA GL_ONE
        detail
        alphaGen lightingSpecular
    }
}
 
models/map_objects/yavin/grass
{
q3map_nolightmap
q3map_alphashadow
q3map_onlyvertexlighting
cull twosided
    {
        map models/map_objects/yavin/grass
        alphaFunc GE128
        rgbGen vertex
    }
}
 
models/map_objects/yavin/grass_tall
{
q3map_nolightmap
q3map_alphashadow
q3map_onlyvertexlighting
cull twosided
    {
        map models/map_objects/yavin/grass_tall
        alphaFunc GE128
        rgbGen vertex
    }
}
 
models/map_objects/yavin/fern2
{
q3map_nolightmap
q3map_alphashadow
q3map_onlyvertexlighting
cull twosided
    {
        map models/map_objects/yavin/fern2
        alphaFunc GE128
        rgbGen vertex
    }
}
 
models/map_objects/yavin/tree06b
{
surfaceparm trans
q3map_nolightmap
q3map_alphashadow
q3map_onlyvertexlighting
cull twosided
    {
        map models/map_objects/yavin/tree06b
        alphaFunc GE128
        rgbGen vertex
    }
}
 
models/map_objects/yavin/tree01btga
{
q3map_nolightmap
q3map_alphashadow
q3map_onlyvertexlighting
cull twosided
    {
        map models/map_objects/yavin/tree01btga
        alphaFunc GE128
        rgbGen vertex
    }
}
 
models/map_objects/yavin/tree05_vines
{
q3map_nolightmap
q3map_alphashadow
q3map_onlyvertexlighting
cull twosided
    {
        map models/map_objects/yavin/tree05_vines
        alphaFunc GE128
        rgbGen vertex
    }
}
 
models/map_objects/yavin/tree09b
{
q3map_nolightmap
q3map_alphashadow
q3map_onlyvertexlighting
cull twosided
    {
        map models/map_objects/yavin/tree09b
        alphaFunc GE128
        rgbGen vertex
    }
}
 
models/map_objects/yavin/tree08b
{
q3map_nolightmap
q3map_alphashadow
q3map_onlyvertexlighting
cull twosided
    {
        map models/map_objects/yavin/tree08b
        alphaFunc GE128
        rgbGen vertex
    }
}
 
models/map_objects/yavin/tree09_vines
{
q3map_nolightmap
q3map_alphashadow
q3map_onlyvertexlighting
cull twosided
    {
        map models/map_objects/yavin/tree09_vines
        alphaFunc GE128
        rgbGen vertex
    }
}
 
models/map_objects/yavin/tree09a
{
q3map_nolightmap
q3map_alphashadow
q3map_onlyvertexlighting
cull twosided
    {
        map models/map_objects/yavin/tree09a
        alphaFunc GE128
        rgbGen vertex
    }
}
 
models/map_objects/yavin/tree09d
{
q3map_nolightmap
q3map_alphashadow
q3map_onlyvertexlighting
cull twosided
    {
        map models/map_objects/yavin/tree09d
        alphaFunc GE128
        rgbGen vertex
    }
}
 
models/map_objects/yavin/tree2
{
q3map_nolightmap
q3map_alphashadow
q3map_onlyvertexlighting
cull twosided
    {
        map models/map_objects/yavin/tree2
        alphaFunc GE128
        rgbGen vertex
    }
}
 
 
 
Nothing in the worldspawn informations, but I use the q3map2 compile final in GTKRadiant 1.4 to compile my map. :)
 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...