trza zrobic tak:
(ctrl+c, ctrl+v z mojej mapki)
[code]
// entity 0
{
\"vertexremapshader2\" \"textures/damn3/terrain_0to1;textures/damn3/terrain.vertex\"
\"vertexremapshader1\" \"textures/damn3/terrain_1;textures/damn3/terrain.vertex\"
\"vertexremapshader0\" \"textures/damn3/terrain_0;textures/damn3/terrain.vertex\"
\"message\" \"simply the worst\"
\"classname\" \"worldspawn\"
[...]
[/code]
a to shader do terraina (kazda mapka musi miec swoje!!)
[code]
textures/damn3/terrain_0 <- jedna warstwa...
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/terrain/mountain_m09.jpg
rgbGen vertex
tcmod scale 0.500 0.500
}
}
textures/damn3/terrain_1 <-druga warstwa...
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/terrain/mxsnow1.jpg
rgbGen vertex
tcmod scale 0.500 0.500
}
}
textures/damn3/terrain_0to1 <- przemieszane warstwy
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/terrain/mountain_m09.jpg
rgbGen vertex
alphaGen vertex
tcmod scale 0.500 0.500
}
{
map textures/terrain/mxsnow1.jpg
rgbGen vertex
alphaGen vertex
tcmod scale 0.500 0.500
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
textures/damn3/terrain.vertex
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/terrain/mountain_m09.jpg
rgbGen vertex
tcmod scale 0.500 0.500
}
}
[/code]
warstwy sa to po prostu inne teksturki na roznych \"wysokosciach\". np na dole trawa, wyzej skaly a na \"szczytach\" snieg.
do widzenia :-) [26]