grass in doom 3...

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

grass in doom 3...

Post by o'dium »

I've made grass in Q2E, and its exactly the same as doom 3 in terms of lighting and shaders...

Anyways, my grass so far is a bunch of polygons grouped together randomly, twoSided, noSelfShadow and noShadows, with a simple alpha tested stage that still loads diffuse, specular and bump.

The problem i'm having is that everything looks fine part from one thing, its very black. Far to black for no reason really.

Whats the best type of shader to use for such a thing?

EDIT: shader

models/mapobjects/grass_patch1/grass
{
twosided
noSelfShadow
noShadows
bumpMap models/mapobjects/grass_patch1/grass_local.tga
specularMap models/mapobjects/grass_patch1/grass_s.tga
{
blend diffuseMap
map models/mapobjects/grass_patch1/grass_d.tga
alphaTest 0.5
}
}
Last edited by o'dium on Wed Jul 06, 2005 8:45 pm, edited 1 time in total.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

see:

Image
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Hmm... this is the doom 3 shader:

textures/decals/hangingwires2
{
nonsolid
noimpact
noshadows
qer_editorimage textures/decals/hangingwires.tga
bumpmap addnormals ( textures/decals/hangingwires_local.tga , heightmap ( textures/decals/hangingwires2_b.tga , 2 ) )
{
blend diffusemap
map textures/decals/hangingwires2_d.tga
alphatest .25
}
specularmap textures/decals/hangingwires2_s.tga
}

Different loading order, and different alpha test value... i'll try this...

EDIT: Nah, no difference...
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seremtan
Posts: 36013
Joined: Wed Nov 19, 2003 8:00 am

Post by seremtan »

looks to me like the grass sprites are taking their lighting info from somewhere other than where you want it, perhaps from within the brush on which the shader is applied? :shrug:
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Yeah ignore the lack of grass lol, its a temp model because i couldn't fix this problem...

And yes, it looks a lot like the model is getting the lighting info from the wrong place :shrug:
rep
Posts: 2910
Joined: Fri Aug 30, 2002 7:00 am

Post by rep »

Hey o'dium, do you remember the videos from MacWorld when they first showed DOOM 3? Remember how moody the lighting was? It looked like a TOOL video.

Could you make Q2E like this? I think they dropped the ball with DOOM 3's lighting because there are only a few places that really show off beautiful lighting and shadows.
[img]http://members.cox.net/anticsensue/rep_june.gif[/img]
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