what is dotproduct2 really? a compiler? a plugin? the technic?
I'm tryng to understand this, following this guide SimonOC - Articles, Creating Terrains, Page 3 I beleave radiant is correctly instaled to the gamedata folder, simonocs files are dumped in their respective folders, /textures, /maps, and the shader file that comes in the script folder was naturally dumped to the /shader folder, the TERRAIN_EXAMPLE tag was added to the shaderlist.txt file for radiant's reference. everything compiles and the shaders work "to a certain point", I'm expecting slow blends from different textures based on the angle of the brushes but instead I get homogeneous blends on the whole ground based on the alpha maps of the textures alone.
First pic is the mixed textures, you get to see the moss betwen the cracks on the mud following the alpha map of the mud, (wich proves that at least the "blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA" portion of the shader is working, but the blend has nothing to do with the angles of those brushes.
Second is supposed to be a blend from rockmud shader to mossmud shader, but there's a clear difference in the point where the brushes connect
what am I missing?
I R Scary Eyeball
16th October 2006
You might want to try getting hold of the Q3map2 GUI, and setting that up to make sure dotproduct2 is enabled in the build process.
The One and Only;5408950You might want to try getting hold of the Q3map2 GUI, and setting that up to make sure dotproduct2 is enabled in the build process.
tried that, followed this guide Leveldesign by Darth NormaN ,didn't work, still getting homogeneous blends.
also, forgot to mention, I'm using gtk radiant 1.4 because I did try 1.5 first, but half the shaders just didn't show up at all, reinstaled around 2 more times, than finally instaled 1.4, and everything was finally working, so 1.5 may not be an option.
most importantly, I'm total noob to mapping, so I'm be pleased if every time you guys mention something technical, you'd also explain/gimme directions. (pointing to google is as much a poor excuse and me not wanting to use it)
went back and forth with this tryng to work the texture blending, bottom line the q3map2.exe from gtk radiant 1.5 works the dotproduct 2 method, but you can't simply replace his q3map file on radiant 1.4 cuz it'll mess with some vital dlls for radiant 4 and I still can't work the missing shaders on radiant 1.5 (I can still see all of them on 1.4)
but thanks to The One and Only and some searching I can download the compiler files alone from radiant 1.5 and use them with q3map GUI (q3mapgui doesn't come with updated compiler), in the end you can still map in 1.4 without problem, save the map file and compile on q3mapGUI (wich is fukthousand times faster than both radiant 1.4 and 1.5)
2 things still bother me - There are holes on that wall shown on the picture, this happens in only 1 out of 8 sourcetest files I downloaded from simonoc, the brush's texture simply vanished after compile, I have no idea what caused that, tought it could have been me tunning up the lights, it wasn't... the other files are very similar but look just perfect... - I really don't know if the groundblending is supposed to take in consideration the angle of the floor, the guide at simonoc says so, but when I look at the compiled bsp files, they give me the same result the images on the guide, but it didn't take angles at all in consideration.
I didn't make any of this stuff, its just source files at simonoc so that you can download and follow the guide yourself, but yeah, this whole trouble cuz of outdated q3map2 from radiant 1.4