I've already posted that problem in my other thread, but it seems like nobody goes there.
First the pic: terrain
Now the question: How can I solve that shadow problem + that different light using thing (between that normal brush on the left side (where the shadow is) and the ones with the terrainblending texture)?
I'm using this shader for the blending.
Do you also have an editor screenshot of the same area, also perhaps a screenshot in game with r_showtris 1? Another one with r_lightmap 1? It's still hard to tell exactly what's going on.
First off, it looks like there is a mismatch between the two textures and how they are tiling. You may want to select both surfaces and make sure they are axial as well on the same texture scale (your iVector settings in the shader makes the texture tile once every 256x256 units along the z-axis).
I also recommend you create a shader for your base texture with the following:
Bliccer wrote:How can I solve that shadow problem + that different light using thing (between that normal brush on the left side (where the shadow is) and the ones with the terrainblending texture)?
Do what obs said, you cannot easily match a 'normal' texture projection and an ivector projection unless you use special editor textures. It is possible, but honestly it is not worth the trouble across large floor areas. Convert the texture on the left of the image to ivector (using the obs shader) and it will texture match. Also func_group all the floor brushes together to make sure the lighting is consistent.
You are aware that the above statement in your grass blend shader makes hard edges? If you want a soft alpha blend then remove it so the dotproduct can use the full alpha range.
I did write a tutorial on all of the above and talked about alpha blending terrain to normal brushwork on page 6. Please take the time to read it, all of the source files are available to go with the tutorial so it should be easy to follow.
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Light works nicely now. Only the shadow and all explosions are getting split up. It seems like the terrain blending texture doesn't cast any shadow or prohibit the explosions being displayed.