grass in doom 3...
Posted: Wed Jul 06, 2005 8:39 pm
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
}
}
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
}
}