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Terrain Fractal Texture (bad to see)


Go to solution Solved by SomaZ,

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Posted

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 Easygen

The alpha map

https://s31.postimg.org/57moqo3uj/Ziegstrul_Terrain_3d_alphamap.jpg

 

The Texture Maps (pretty cool)

Ziegstrul_Terrain_3d_texturemap.jpg

Ziegstrul_Terrain_3d_texturemap2.jpg

Ziegstrul_Terrain_3d_texturemap3.jpg
 

On radiant is just a skybox and the terrain covered with terrain system shader.

On Game (Argh! )

 

Ziegsturl_Terrain_JKA.jpg

Ziegsturl_Terrain_JKA2.jpg


 

 

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 )
}
  • Solution
Posted

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.

Posted

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.o

thanks man! i solved. :)

easygen gridsize + shadering

SomaZ likes this
Posted

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. ;)

Posted

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 :)

Posted

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.

Posted

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
    }
}

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