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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Four easy steps to frustration (metashaders)
Ziggurat~rb
General Member
Since: Dec 23, 2006
Posts: 89
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Sunday, Sep. 22, 2002 11:07 am
Step 1:



Step 2:

textures/metashader/ziggtest_0
{
              q3map_nolightmap
              q3map_onlyvertexlighting
              q3map_vertexshadows
   {
              map textures/colombia/mudside_b
              rgbGen vertex
              tcMod scale .25 .25
   }
}

textures/metashader/ziggtest_1
{
              q3map_nolightmap
              q3map_onlyvertexlighting
              q3map_vertexshadows
   {
              map textures/common/grass
              rgbGen vertex
              tcMod scale .25 .25
   }
}

textures/metashader/ziggtest_2
{
              q3map_nolightmap
              q3map_onlyvertexlighting
              q3map_vertexshadows
   {
              map textures/colombia/rock02_plants
              rgbGen vertex
              tcMod scale .25 .25
   }
}

textures/metashader/ziggtest_0to1
{
              q3map_nolightmap
              q3map_onlyvertexlighting
              q3map_vertexshadows
   {
              map textures/colombia/mudside_b
              rgbGen vertex
              alphaGen vertex
              tcMod scale .25 .25
   }
   {
              map textures/common/grass
              blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
              rgbGen vertex
              alphaGen vertex
              tcMod scale .25 .25
   }
}

textures/metashader/ziggtest_0to2
{
              q3map_nolightmap
              q3map_onlyvertexlighting
              q3map_vertexshadows
   {
              map textures/colombia/mudside_b
              rgbGen vertex
              alphaGen vertex
              tcMod scale .25 .25
   }
   {
              map textures/colombia/rock02_plants
              blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
              rgbGen vertex
              alphaGen vertex
              tcMod scale .25 .25
   }
}

textures/metashader/ziggtest_1to2
{
              q3map_nolightmap
              q3map_onlyvertexlighting
              q3map_vertexshadows
   {
              map textures/common/grass
              rgbGen vertex
              alphaGen vertex
              tcMod scale .25 .25
   }
   {
              map textures/colombia/rock02_plants
              blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
              rgbGen vertex
              alphaGen vertex
              tcMod scale .25 .25
   }
}

Step 3:

entering c:/games/sof2/base/maps/terrain2.map
Processing alpha on 32 bit image textures/heightmaps/ziggtest.png
WARNING: Couldn't find image for shader textures/metashader/ziggtest_2

Step 4:



Any ideas? All the textures it can't find DO exist and are in the correct spots.

*edit* this was all with gtkr and raven's sof2map.exe. ydnar's q3map2 doesn't have support for 32bit .png heightmaps.. see below:

Entity 2 (func_group) has shader index map "textures/heightmaps/ziggtest.png"
************ ERROR ************
textures/heightmaps/ziggtest.png doesn't have a known image extension
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Ziggurat~rb
General Member
Since: Dec 23, 2006
Posts: 89
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Monday, Sep. 23, 2002 12:22 am
anyone have any thoughts at all? /sigh
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sly si the super spy~rb
General Member
Since: Dec 23, 2006
Posts: 184
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Monday, Sep. 23, 2002 06:32 am
it woudl be good if raven did some proper tutorials on this area
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Ziggurat~rb
General Member
Since: Dec 23, 2006
Posts: 89
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Monday, Sep. 23, 2002 07:12 am
There is a tutorial on this topic. A .doc for creating terrain is included in both gtk and radiant.

Oh and btw I only got this error when using gensurf. EasyGen worked fine.
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sly si the super spy~rb
General Member
Since: Dec 23, 2006
Posts: 184
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Monday, Sep. 23, 2002 05:39 pm
it isn't a very well document area is what i meant to say, i tried for ages and just gave up :(, everyone seemed to say diferent stuff and they stuff they said didn't fit in with what othger people said
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Koel001~rb
General Member
Since: Dec 23, 2006
Posts: 26
Last: Dec 23, 2006
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Monday, Sep. 23, 2002 11:09 pm
I haven't done any height maps yet, but I am making new textures for the level I'm building. It took me a while to realize I needed to copy my whole texture file of new textures from c:/sof2sdk/base/textures/YourMapName to the c:/programfiles/sof2/base/textures directory or you'll end up with the checker board pattern like your pic.

Also, color .png files in SoF are normal 24 bit files with a transparency mask and not an alpha channel (standard 32 bit). I did notice that Raven's  height maps are 8 bit .png's because they are just normal grayscale height maps.

k.
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Ziggurat~rb
General Member
Since: Dec 23, 2006
Posts: 89
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Tuesday, Sep. 24, 2002 05:44 am
Theres nothing wrong with the texture paths. I use GTK, not the dsk radiant.
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Torchy2~rb
General Member
Since: Dec 23, 2006
Posts: 272
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: SoFII Mapping
Posted: Thursday, Sep. 26, 2002 10:50 am
change the image to 256 color greyscale .png and delete any other images called ziggtest. then change the alphamap path to

"textures/heightmaps/ziggtest"

* note no .png extension!! *

then it will work fine

make sure you light the map or the terrain will be black.

also select the terrain and press "ctrl+m" to make the terrain detail or the map will take ages to -vis. this should be done to all terrains

-light -nogrid -notrace -novertex will light it fast just to test it :s27:
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