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Soldier of Fortune
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SoFII Editing, Gaming, and Design
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
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Topic: plants
Monarchy
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Since: Jul 7, 2002
Posts: 53
Last: Apr 8, 2003
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Category: SoFII Editing, Gaming, and Design
Posted: Friday, Jul. 12, 2002 08:11 pm
How do you make those plant things? Also, what are shaders and how do I use them? I know i asked this before but nobody would tell me even though im sure you know...
N
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Category: SoFII Editing, Gaming, and Design
Posted: Friday, Jul. 12, 2002 09:58 pm
Shaders are properties that are assigned or 'scripted' to certain textures. For example -- let's say that you have a light texture for a ceiling. You can write a shader script that will tell the compiler that when 'shot' that texture will have a shatter effect like glass, and make a glass sound. The shader can also tell the compiler that this texture emits light, that it 'glows' (with another texture) and so on.
So, shaders are a WHOLE new area to explore once you've gotten the hang of the Q3A engine. As it is, you don't really need to 'use' shaders...as most of the textures that come with the SOF2 game already have all sorts of shaders written, and these will be used when you use the textures in your map.
For the 'plants' that you're talking about, certain textures of ground in the 'columbia' texture set, will automatically have grass/weeds/plants growing on them. However, you must compile the map and run it in the game to actually SEE said foilage. I'm not exactly sure which textures it is that will do this, but I'm sure it works because I've messed around with it at one point in time. Just do a little playing around with the textures in the columbia texture set, and I'm sure you'll find them.
Monarchy
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Category: SoFII Editing, Gaming, and Design
Posted: Saturday, Jul. 13, 2002 10:00 am
Thank you very much.
Monarchy
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Category: SoFII Editing, Gaming, and Design
Posted: Sunday, Jul. 14, 2002 09:33 am
Oh no i have a new problem... Now that I found the texture I wanted (high grass) in the columbian list... I layed it out on some dirt and when I ran it in the game the background of the texture showed up and it was solid. How do I get it so only the grass shows and u can walk through it... It has this in one of the inf or ctf maps and i think its really cool.
brutus
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Category: SoFII Editing, Gaming, and Design
Posted: Sunday, Jul. 14, 2002 10:03 am
instead of drawing it out on the dirt, just draw out the grass.. only make it 1 grid high and the top of the brush should be the lowest part (where the player is going to walk onto).
The high grass will be filled in on top of this automatically. (Providing you chose the texture that has the high grass)
Monarchy
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Category: SoFII Editing, Gaming, and Design
Posted: Sunday, Jul. 14, 2002 10:32 pm
well I selected the texture that i believe is like called high grass or something and no matter what shape or size i put it in, it shows up like a regular brush, colored 100% as shown in the texture box. If im not mistaken it should eliminate the back of the texture only leaving the physical grass in the map. Also, since I compiled lightless (i have taken notice that fences show background too with nolight compiles) that may be the erason why. In case i confused u.. when i nolight compile fences dont look like fences, but when theres light the background goes away. Perhaps its similar with the grass. But either way, I couldn't walk through it and there was horizontal grass on top. I really want it to work right.
ReverendTed
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Category: SoFII Editing, Gaming, and Design
Posted: Monday, Jul. 15, 2002 02:09 pm
I don't think you use "high grass".
Go to one of the colombia levels.
Looks straight down. You should see a green ground texture. That's the texture you want to use as your ground. If you use that shader, the game will automatically put the vertical grass growing out of it.
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