Asgarath83 Posted June 22, 2016 Share Posted June 22, 2016 Hello to all.In the last time i am learning a lot of things about terrains workings with easygen.i builded a large amount of height map for making terrains, and i have also many terrains prefabs for my mod with every kind of territories.i have alpha painted the first map territory (called ziegsturl, it's a little village inside a forest, with some rivers.) and i have successfully exported into radiant folliwng the tutorial here on jkhub.the terrain morphology is perfect.my problem concern the textures.i specific i am using rgoer templates for compilate the shader of the terrain with easygen.on easygen i see the terrain with this texture map: there is the grass for the hills, a texture of dirty land for the road that go toward the rivers, the mud texture for the river s and a rocky \ sand texture for rivers' edges with grounds, so, 4 texture in total into the terrain.where is the problem?the problem is when i see the map ingame, the textures are not much good to see... the landscape is pretty uniform and the textures are so fractal and rendundant.there is some way for improve graphic of the terrain entity?what i need to change in the terrain creatings? screenshots: on EasygenThe alpha maphttps://s31.postimg.org/57moqo3uj/Ziegstrul_Terrain_3d_alphamap.jpg The Texture Maps (pretty cool) On radiant is just a skybox and the terrain covered with terrain system shader.On Game (Argh! ) Look like a cropfield @@NumberWan@@Langerd shader file: textures/ziegsturl_terrain/terrain_0 { q3map_baseshader textures/ziegsturl_terrain/terrain_base qer_editorimage textures/wterrains/trn_trawa_13.jpg { map textures/wterrains/trn_trawa_13.jpg } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } } textures/ziegsturl_terrain/terrain_1 { q3map_baseshader textures/ziegsturl_terrain/terrain_base qer_editorimage textures/wterrains/trn_blotoa_01.jpg { map textures/wterrains/trn_blotoa_01.jpg } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } } textures/ziegsturl_terrain/terrain_2 { q3map_baseshader textures/ziegsturl_terrain/terrain_base qer_editorimage textures/wterrains/trn_piach_03.jpg { map textures/wterrains/trn_piach_03.jpg } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } } textures/ziegsturl_terrain/terrain_3 { q3map_baseshader textures/ziegsturl_terrain/terrain_base qer_editorimage textures/wterrains/trn_skaly_03.jpg { map textures/wterrains/trn_skaly_03.jpg } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } } textures/ziegsturl_terrain/terrain_4 { q3map_baseshader textures/ziegsturl_terrain/terrain_base qer_editorimage textures/wterrains/trn_bruk_02.jpg { map textures/wterrains/trn_bruk_02.jpg } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } } textures/ziegsturl_terrain/terrain_0to1 { q3map_baseshader textures/ziegsturl_terrain/terrain_base qer_editorimage textures/wterrains/trn_trawa_13.jpg { map textures/wterrains/trn_trawa_13.jpg } { map textures/wterrains/trn_blotoa_01.jpg blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaGen vertex } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } } textures/ziegsturl_terrain/terrain_0to2 { q3map_baseshader textures/ziegsturl_terrain/terrain_base qer_editorimage textures/wterrains/trn_trawa_13.jpg { map textures/wterrains/trn_trawa_13.jpg } { map textures/wterrains/trn_piach_03.jpg blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaGen vertex } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } } textures/ziegsturl_terrain/terrain_0to3 { q3map_baseshader textures/ziegsturl_terrain/terrain_base qer_editorimage textures/wterrains/trn_trawa_13.jpg { map textures/wterrains/trn_trawa_13.jpg } { map textures/wterrains/trn_skaly_03.jpg blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaGen vertex } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } } textures/ziegsturl_terrain/terrain_0to4 { q3map_baseshader textures/ziegsturl_terrain/terrain_base qer_editorimage textures/wterrains/trn_trawa_13.jpg { map textures/wterrains/trn_trawa_13.jpg } { map textures/wterrains/trn_bruk_02.jpg blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaGen vertex } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } } textures/ziegsturl_terrain/terrain_1to2 { q3map_baseshader textures/ziegsturl_terrain/terrain_base qer_editorimage textures/wterrains/trn_blotoa_01.jpg { map textures/wterrains/trn_blotoa_01.jpg } { map textures/wterrains/trn_piach_03.jpg blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaGen vertex } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } } textures/ziegsturl_terrain/terrain_1to3 { q3map_baseshader textures/ziegsturl_terrain/terrain_base qer_editorimage textures/wterrains/trn_blotoa_01.jpg { map textures/wterrains/trn_blotoa_01.jpg } { map textures/wterrains/trn_skaly_03.jpg blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaGen vertex } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } } textures/ziegsturl_terrain/terrain_1to4 { q3map_baseshader textures/ziegsturl_terrain/terrain_base qer_editorimage textures/wterrains/trn_blotoa_01.jpg { map textures/wterrains/trn_blotoa_01.jpg } { map textures/wterrains/trn_bruk_02.jpg blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaGen vertex } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } } textures/ziegsturl_terrain/terrain_2to3 { q3map_baseshader textures/ziegsturl_terrain/terrain_base qer_editorimage textures/wterrains/trn_piach_03.jpg { map textures/wterrains/trn_piach_03.jpg } { map textures/wterrains/trn_skaly_03.jpg blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaGen vertex } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } } textures/ziegsturl_terrain/terrain_2to4 { q3map_baseshader textures/ziegsturl_terrain/terrain_base qer_editorimage textures/wterrains/trn_piach_03.jpg { map textures/wterrains/trn_piach_03.jpg } { map textures/wterrains/trn_bruk_02.jpg blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaGen vertex } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } } textures/ziegsturl_terrain/terrain_3to4 { q3map_baseshader textures/ziegsturl_terrain/terrain_base qer_editorimage textures/wterrains/trn_skaly_03.jpg { map textures/wterrains/trn_skaly_03.jpg } { map textures/wterrains/trn_bruk_02.jpg blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaGen vertex } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } } textures/ziegsturl_terrain/terrain_base { nopicmips q3map_lightmapaxis z q3map_lightmapmergable q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) } Link to comment
Solution SomaZ Posted June 22, 2016 Solution Share Posted June 22, 2016 Looks like it's tiled to many times. I never used easygen or radiant with terrain before, but I would try to reduce tiling in easygen until the result fits your needs (I dont know if easygen has a feature like that). So you have to simply scale your uv's of your terrain faces. Since its tiled to much, you have to scale the faces in the uv down. I hope that makes any sense. Maybe you can scale the uvmapping in the shaders, I dont know if thats possible. Link to comment
Asgarath83 Posted June 22, 2016 Author Share Posted June 22, 2016 Looks like it's tiled to many times. I never used easygen or radiant with terrain before, but I would try to reduce tiling in easygen until the result fits your needs (I dont know if easygen has a feature like that). So you have to simply scale your uv's of your terrain faces. Since its tiled to much, you have to scale the faces in the uv down. I hope that makes any sense. Maybe you can scale the uvmapping in the shaders, I dont know if thats possible. yes, i scaled the easygen grid by 96 to 64, and uvmapping of the grass with shadering, i see easygen need to generate note a rgoer shader file but a q3map2 shader file. rgoer make the textures really too tiled. maybe is good for little terrains, but not for huge landscapes. o.othanks man! i solved. easygen gridsize + shadering SomaZ likes this Link to comment
kwenga Posted June 22, 2016 Share Posted June 22, 2016 Also, you can use q3map_tcGen ivector. You have it under terrain_base section, which btw should be at the top of your .shader file- it could be the reason of your problem! Then, you can change ivector values. Instead of 512, put 256 or 1024 - one of those two should enlarge texture scale, I cannot remember right now. If you still have any questions, ask here or on the messenger. I know a thing or two about struggling with easygen. Link to comment
Asgarath83 Posted June 22, 2016 Author Share Posted June 22, 2016 Also, you can use q3map_tcGen ivector. You have it under terrain_base section, which btw should be at the top of your .shader file- it could be the reason of your problem! Then, you can change ivector values. Instead of 512, put 256 or 1024 - one of those two should enlarge texture scale, I cannot remember right now. If you still have any questions, ask here or on the messenger. I know a thing or two about struggling with easygen. Thanks man, now i do some tests Link to comment
mrwonko Posted June 22, 2016 Share Posted June 22, 2016 Typically texture scaling is off if Q3Map2 can't find the texture during compilation and assumes it's some ridiculous small size like 16x16. Often caused by an incorrect basepath configuration. Link to comment
Asgarath83 Posted June 22, 2016 Author Share Posted June 22, 2016 Typically texture scaling is off if Q3Map2 can't find the texture during compilation and assumes it's some ridiculous small size like 16x16. Often caused by an incorrect basepath configuration. I see, well, know i fixed up. textures/ziegsturl_terrain/terrain_base { nopicmips q3map_lightmapaxis z q3map_lightmapmergable q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) } textures/ziegsturl_terrain/terrain_0 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 2048 2048 q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) q3map_material longgrass { map textures/wterrains/trn_trawa_13.jpg } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/ziegsturl_terrain/terrain_1 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 2048 2048 q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) q3map_material mud { map textures/wterrains/trn_blotoa_01.jpg } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/ziegsturl_terrain/terrain_2 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 2048 2048 q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) q3map_material sand { map textures/wterrains/trn_piach_03.jpg } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/ziegsturl_terrain/terrain_3 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 2048 2048 q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) q3map_material rock { map textures/wterrains/trn_skaly_03.jpg } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/ziegsturl_terrain/terrain_4 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 2048 2048 q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) q3map_material gravel { map textures/wterrains/trn_bruk_02.jpg } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/ziegsturl_terrain/terrain_0to1 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 2048 2048 q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) q3map_material longgrass { map textures/wterrains/trn_trawa_13.jpg } { map textures/wterrains/trn_blotoa_01.jpg alphaGen vertex blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/ziegsturl_terrain/terrain_0to2 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 2048 2048 q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) q3map_material longgrass { map textures/wterrains/trn_trawa_13.jpg } { map textures/wterrains/trn_piach_03.jpg alphaGen vertex blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/ziegsturl_terrain/terrain_0to3 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 2048 2048 q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) q3map_material longgrass { map textures/wterrains/trn_trawa_13.jpg } { map textures/wterrains/trn_skaly_03.jpg alphaGen vertex blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/ziegsturl_terrain/terrain_0to4 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 2048 2048 q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) q3map_material longgrass { map textures/wterrains/trn_trawa_13.jpg } { map textures/wterrains/trn_bruk_02.jpg alphaGen vertex blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/ziegsturl_terrain/terrain_1to2 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 2048 2048 q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) q3map_material mud { map textures/wterrains/trn_blotoa_01.jpg } { map textures/wterrains/trn_piach_03.jpg alphaGen vertex blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/ziegsturl_terrain/terrain_1to3 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 2048 2048 q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) q3map_material mud { map textures/wterrains/trn_blotoa_01.jpg } { map textures/wterrains/trn_skaly_03.jpg alphaGen vertex blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/ziegsturl_terrain/terrain_1to4 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 2048 2048 q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) q3map_material mud { map textures/wterrains/trn_blotoa_01.jpg } { map textures/wterrains/trn_bruk_02.jpg alphaGen vertex blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/ziegsturl_terrain/terrain_2to3 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 2048 2048 q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) q3map_material sand { map textures/wterrains/trn_piach_03.jpg } { map textures/wterrains/trn_skaly_03.jpg alphaGen vertex blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/ziegsturl_terrain/terrain_2to4 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 2048 2048 q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) q3map_material sand { map textures/wterrains/trn_piach_03.jpg } { map textures/wterrains/trn_bruk_02.jpg alphaGen vertex blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/ziegsturl_terrain/terrain_3to4 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 2048 2048 q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) q3map_material rock { map textures/wterrains/trn_skaly_03.jpg } { map textures/wterrains/trn_bruk_02.jpg alphaGen vertex blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } Link to comment
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