RJA Posted December 31, 2015 Posted December 31, 2015 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 ?
Asgarath83 Posted January 1, 2016 Posted January 1, 2016 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?
RJA Posted January 1, 2016 Author Posted January 1, 2016 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: Here you see that the bush doesn't appear but the shadows remain. SHADER OF WATER_3: textures/common/water_3{qer_editorimage textures/common/water_1qer_trans 0.9surfaceparm nonsolidsurfaceparm nonopaquesurfaceparm watersurfaceparm transq3map_material Waterdeformvertexes 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_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/fern alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/plant{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/plant alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/fern3{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull 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_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/grass alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/grass_tall{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/grass_tall alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/fern2{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/fern2 alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/tree06b{surfaceparm transq3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/tree06b alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/tree01btga{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/tree01btga alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/tree05_vines{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/tree05_vines alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/tree09b{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/tree09b alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/tree08b{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/tree08b alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/tree09_vines{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/tree09_vines alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/tree09a{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/tree09a alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/tree09d{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/tree09d alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/tree2{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull 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.
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