Welcome New User Home | Forums | Register | Login | Larger Font
Main-Menu
Home
Login
Register
Add Download
Add News
Add Tutorial *
Forums

Advertise
Affiliate Store US *
Affiliate Store UK *
Affiliate Store CA *
Angry Letter Generator
Avatar Upload
Calendar of Games
Contact
Downloads
FAQs
Forums
Member List
Member Projects
News
News Grabber *
Policy
Polls
Private Messages
Reviews
Screenshot Gallery
Search
Servers - Game
Store - Shirts *
Subscribe
Topics
Tutorials
Weblinks
Tutorials
CoD Mapping
CoDUO Mapping
CoD2 Mapping
CoD4 Mapping
CoD FAQs
HL2 Mapping
HL2 FAQs
SOF1 Mapping
Crysis Mapping
Q4 Mapping
Doom 3 Mapping
Doom 3 FAQs
UT2K3 Mapping
SOF2 Mapping
SOF2 FAQs

Lightray Modeling
General Modeling
General Modding
Adobe Photoshop
Common Mapping Errors

Readme.txt Generator
Members-Online
newtonboy [Today]
Arq_Alberto [Downl]

2 Members and 12 Guests
Chat MODSonline
0 People Now Chatting
MODSOnline TeamSpeak

download TeamSpeak

In-The-News
Friday, Jul. 18th
MODSonair Episode 136
Thursday, Jul. 17th
E3 2008: Daily Recap
Monday, Jul. 14th
E3 2008 Latest News
Sunday, Jul. 13th
MODSonair 136 LIVE
Saturday, Jul. 12th
Brothers in Arms: HH - Baptism of Fire Walkthrough
Latest Poll
Want a MODSonline Wiki for various games?
I think a Wiki would be a great addition to MODSonline. 75.81%
I could see a benefit of a Wiki. 4.84%
I think it would take away from the community. 4.03%
Wiki sites are never good. 3.23%
Wiki... isn't that Buck Roger's robot slave? 12.1%
Read More...
10 comments

Newsletter
Name:
Email:
Newsletter Archives
Your Membership
User Name:
Password:
Register.
In The Forums
mp tank fire script problem sound error
CoD 2 Level Desi.. Posts: (7) Views: (37) by newtonboy
making oldschool wisp and ammo pickups ?
CoD 4 Level Desi.. Posts: (3) Views: (22) by COLMAC
I need maps for CODUO-BASE ASSAULT
CoD and CoDUO Cu.. Posts: (1) Views: (8) by milang5
I need maps for CODUO-BASE ASSAULT
CoD and CoDUO Cu.. Posts: (1) Views: (8) by milang5
Art of War Central Quake 4 Mods for Dummies
Typhoon Servers
Forums
MODSonline.com Forums
Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
Jump To:
Forum: All Forums : Soldier of Fortune
Category: SoFII Editing, Gaming, and Design
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, narc, ReverendTed, rEdrUmMDK, Foxhound, PleaseMYOB, batistablr
Latest Posts
Subscribed Posts
Search
Restricted Access Restricted Access subscribe
Author Topic: plants
Monarchy
General Member
Since: Jul 7, 2002
Posts: 53
Last: Apr 8, 2003
[view latest posts]
Level 3
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
General Member
Since: Jun 14, 2002
Posts: 226
Last: Jan 26, 2005
[view latest posts]
Level 4
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
General Member
Since: Jul 7, 2002
Posts: 53
Last: Apr 8, 2003
[view latest posts]
Level 3
Category: SoFII Editing, Gaming, and Design
Posted: Saturday, Jul. 13, 2002 10:00 am
Thank you very much.
Monarchy
General Member
Since: Jul 7, 2002
Posts: 53
Last: Apr 8, 2003
[view latest posts]
Level 3
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
General Member
Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
[view latest posts]
Level 7
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
General Member
Since: Jul 7, 2002
Posts: 53
Last: Apr 8, 2003
[view latest posts]
Level 3
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
General Member
Since: Nov 30, 2001
Posts: 103
Last: Aug 11, 2002
[view latest posts]
Level 4
Forum Moderator
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.
Restricted Access Restricted Access subscribe
MODSonline.com Forums : Soldier of Fortune : SoFII Editing, Gaming, and Design
All logos and trademarks and information in this site are property of MODSonline LLC © 2008.
The comments are property of their posters.
RSS news feeds for MODSonline.com can be found News.php.
MODSonline Subscriptions
Partners
Call of Duty Headquarters
My Topsites List
modbase.be
The Firing Box
Frag Universe
Websites4Clans
XoXide
Battle for Europe COD2
Ask About
Advertising
Friends
After Life Gaming
Volcano
CoD 4 Base
Ask About
Advertising
Link to Us
MODSonair
View in iTunes
Please help us to raise in the ranks of podcasting and subscribe to our itunes feed using the link above.
MODSonair Releases
MODSonair Episode 136
MODSonair Episode 135
MODSonair Episode 134
MODSonair Episode 133
MODSonair Special CoD:WW Episode
Next Show
The next MODSonair show will air LIVE on:
07/20/2008 11:00 EDT

Time remaining:
Copyright © 2008 MODSonline
Tresware Content Management System Copyright © 2008 Tresware
Website Designed and Hosted   Tresware