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-   -   Grass on lightmapped terrain (SoF2) (http://www.lucasforums.com/showthread.php?t=213292)

KENNITHH 12-03-2013 05:12 PM

Grass on lightmapped terrain (SoF2)
 
Hi, I'm having an issue with getting foliage on a lightmapped terrain for Soldier of Fortune II - Double Helix ( the engine brother of JK2).

It shows up on some small places but not spreaded. If I use vertexlit terrain, then it works like it should but the lightning is then bad.

shader:
Quote:

textures/riverpass/terrain_base
{
q3map_material LongGrass
q3map_lightmapsampleoffset 8.0
q3map_lightmapMergable
q3map_lightmapaxis z
q3map_tcMod rotate 37
q3map_tcMod scale 1 1
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
q3map_nonplanar
q3map_shadeAngle 120
}

textures/riverpass/terrain1_1
{
qer_editorimage textures/riverpass/mxrock4b_snow
q3map_material Snow
q3map_baseshader textures/riverpass/terrain_base
{
map textures/riverpass/mxrock4b_snow
rgbGen identity
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
rgbGen identity
}
{
map gfx/sprites/grass_tall_shd
surfaceSprites vertical 32 20 40 400
ssFademax 1500
ssFadescale 2
ssVariance 1 2
ssWind 0.8
alphaFunc GE192
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
depthWrite
rgbGen identity
}
{
map models/objects/colombia/jungle/tree02_shd
surfaceSprites vertical 32 20 128 350
ssFademax 1200
ssFadescale 2
ssVariance 1 2
ssWind 0.8
alphaFunc GE192
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
depthWrite
rgbGen identity
}
}


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