Grass in the map radar


(ssj3alan) #1

In the map radar of ET how did the designer lay all those little grass things. I know they are probably ase or md3 or whatever rtcw file format is but I was wondering did he/she lay them down manually or is there some tool that can do that automatically?


(pazur) #2

that may be the model distibution on terrain feature of q3map2. i would ask in the q3map2 support forum here


(Hewster) #3

apparently they also have a LOD, so they are less complex at a distance…
maybe they just have different models for display at different distances…
I’ll have a look through the models in the pk3 :slight_smile:

Hewster


(pazur) #4

i have tried misc_gamemodel LOD. no luck. i had model.md3 model_1.md3 model_2.md3. it didnt work in rtcw(for me)… looks like this will work in ET :slight_smile:


(ydnar) #5

Look at the terrain shaders… :slight_smile:


(MuffinMan) #6

i guess it’s the same shaders as in sof outdoor maps, right? what i am interested in are they affecting game speeds very much?


(Hewster) #7

Ok,… in the terrain.shader I find:

implicitMap < this is new ya ?

and in the model_foliage.shader I find:
sort seethrough < this too ya ?
distanceCull <inner> <outer> <alpha threshold> < definatly this :slight_smile:

Can’t wait to play with this new stuff :smiley:

Hewster

btw, where can we get “ShaderCleaner” :wink:


(pazur) #8

lol. we will need a lot of new documentation


(Codey) #9

erm… I haven’t heard that word before, what does it mean?


(pazur) #10

:wink:

btw i noticed there is a terrain shader on the water of the seawall battery map to make the foam. cool idea sd


(sock) #11

All these features are ydnar goodness. They will explained in the ET documentation. Maybe not to extreme detail but certainly enough for you to work with them.

Sock