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VERY WEIRD MAP HELP!!!
Posted: Sun Jun 08, 2003 8:44 pm
by Alcoholic
Ok... first I must warn you... what you are about to see is very weird... There are a number of problems with my map... please help me with them because they really frustrate me and its really annoying. None of these pictures looked like this in radiant...
Exhibit A
OK. Right here, you can see a black thing in the road... I think its part of the Lod terrain. However...
When I approach, it goes away... very weird.
Exhibit B
These Textures are seriously blurred. As I said earlier, it wasnt like this in Moh radiant. The 2 curved parts of grass on the right are both one patch mesh, the 2 on the left are both one patch mesh. However, the far left one looks fine. Also, the ground that they both rest on is a simple brush, vertex edited so it curved up...
Heres a pic from the back... the one closest to you is blurred in the front, normal in the back...
Heres a closer pic of the one on the left...
And finally, Exhibit C
Why is my sergeant carrying bangalores? This is very odd...
I first noticed this when I saw him walk by, not knowing a bangalore was in his butt...
Any help would be appreciated. As you can see, I've been taking out my anger on my comrades. Thanks in advance.

Posted: Sun Jun 08, 2003 8:51 pm
by Alcoholic
PS if you want to check out the map, tell me and ill give .map file.
PPS On the blurred brushes, I tried both natural and unnatural.
Posted: Sun Jun 08, 2003 9:07 pm
by m0g
Im a beginner with mapping, but to me it loks like the Surfaces Properties has been changed 'extremely'! Whats your Horizontal and Vertical Scale on those!?
Posted: Sun Jun 08, 2003 9:13 pm
by Butch
and, I think the 1stranger sergeant is faulty
Posted: Sun Jun 08, 2003 9:26 pm
by Alcoholic
that squad is 2nd rangers.
Posted: Sun Jun 08, 2003 9:27 pm
by Alcoholic
well, do you know anything about exhibit a?
Posted: Sun Jun 08, 2003 9:57 pm
by Butch
Alcoholic wrote:that squad is 2nd rangers.
ok then, one of the sgts is faulty
Posted: Sun Jun 08, 2003 10:23 pm
by panTera
'exhibit A':
As the viewing distance increases, the LOD(level of detail) gets deformed and less detailed, showing the unlit part of your grass texture. I think you'd better raise the road some more or lower the grass. Also to really solve this you'd have to edit the shader of that 'road'-texture. Include this texture and its shader with your map as a custom (renamed) texture and edit the shader. Add the line "surfaceparm trans" so it will no longer block the light and produce shadows. And if you haven't already, place a caulk brush under your Lod terrain.
(you might wanna extract the texture from pak2.pak and edit the shader like in this example):
textures/misc_outside/grass_paths1 //extract from pak2.pk3 and rename
{
qer_keyword road
qer_keyword terrain
qer_keyword floor
qer_keyword grass
qer_keyword gravel
surfaceparm gravel
surfaceparm trans //added
{
map textures/misc_outside/grass_paths1.tga //rename
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
As for the blurring of the grass texture, I think that's caused by (again) a part of the shader. Once you look into the 'misc_outside.shader' in the pak0.pk3 and find the part of the texture you used, you'll probably see they used the line:
clampmap textures/misc_outside/...
So you'd be better of useing a different texture like "misc_outside/steve_grass512_set2". (I really have no idea what the clamp-part is for, but I know that is what is causing the blurring.)
Posted: Sun Jun 08, 2003 10:45 pm
by Alcoholic
hmm i guess ill just lower the LOD terrain some more and see if that helps. im gonna mess around with the blurred brushes a bit.
Posted: Mon Jun 09, 2003 12:11 am
by Jack Ruby
I have had those stretched textures before. I made a brush sampled the grass texture from another brush ( by middle clicking ). The original was fine the new brush looked fine in radiant and mashed when I loaded it in Mohaa. I tried retexturing it but only way I could fix it was by remaking the brush, probably an easier way but I couldnt find one.
Posted: Mon Jun 09, 2003 2:52 am
by mohaa_rox
i had those ugly textures, i used a diff one.
Posted: Mon Jun 09, 2003 11:31 am
by Sonsai
the guy has a bangalore banging him because he loves gu, i mean you have a mod or something that is doin' that, or he's the bangalore guy
Posted: Mon Jun 09, 2003 12:03 pm
by panTera
Alcoholic wrote:hmm i guess ill just lower the LOD terrain some more and see if that helps
Yes, that will stop the road from sinking into the grass but by doing just that you won't get rid of the ugly shadows at the edges of the road. Try it out, you'll see what I mean. It may seem like a lotta extra trouble to edit a shader but IMO it's worth it.
Posted: Mon Jun 09, 2003 11:29 pm
by Alcoholic
yeah i see what you mean. ill try editing the shader, but ill have no idea what im doing....
just remember if my computer explodes, its your fault!

Posted: Tue Jun 10, 2003 1:16 am
by cjrs
Ah yes, that Sarge. The reason he carries those..you can find out if you play the Omaha Beach single player map. He runs up the beach when you're at the shingle, you know, the guy that says...
"Right over here! I've got some bangalores!"
The creators just kind of welded the bangers into him for some odd reason. They go away if he carries a shotgun.