Hi,
 Can someone tell me, how I can make a terrain with more than one texture?
 I want to make a map for jka like this for UT 2003 --> 
http://www.jedi-knight2.de/forum/attachment.php?postid=221457) , and there are two textures one the terrain.
  
 
  
  
    if you look in the gtkradiant folder, you'll find a tutorial explaining how to do terrains like this one. 
  it's a little outdated though. you'll probably want you terrain lightmapped, which wasn't a feature before q3map2. So you change the metashader. Go here 
http://www.shaderlab.com/q3map2/manual/notes/wabbit.htm) for the new metashader example to get lightmapping.
  
 
  
  
    hmm, the link was a page off. just click "terrain tips" at the bottom.
  
 
  
  
    hah, you beat me to it lil killa :D Easy gen is the best ;) :whtsmile: im surprised raven didnt use it.
  
 
  
  
    Ah, thx for answers... that's exactly what I searched. 
 (and of course thx to rgoer, for his tutorial:D )
  
 
  
  
    hmm... it doesn't work:( and looks like this.
 http://www.beepworld.de/memberdateien/members18/gamefun1/shot0026.jpg) 
 In the logging-file is also written "WARNING: Couldn't find image for shader textures/eigene/baseterrain" 
 What have I done wrong?:confused:
  
 
  
  
    Did you add the .shader file to shaderlist.txt?
  
 
  
  
    yes
 (before I did that, in the logging-File was written "couldn't find textures/common/terrain")
  
 
  
  
    add this to the end of your shader:
 
 textures/common/terrain 
 { 
 q3map_terrain 
 surfaceparm nodraw 
 surfaceparm nolightmap 
 surfaceparm nomarks 
 } 
 
 then recompile... and there is no common/terrain texture, that doesnt make a difference (as far as i know)
  
 
  
  
    I have this already at the end of my shader:(
 Does the *.shader-file help?
 here:
 textures/eigene/baseterrain
 {
 q3map_lightmapsamplesize 8
 q3map_lightmapsampleoffset 8
 q3map_lightmapaxis z
 }
 
 textures/eigene/terrain_0
 {
 q3map_baseshader textures/eigene/baseterrain
 {
 map textures/yavin/greenblock.jpg
 rgbGen identity
 tcMod scale 0.1 0.1
 }
 {
 map $lightmap
 blendFunc GL_DST_COLOR GL_ZERO
 tcGen lightmap
 rgbGen identity
 }
 }
 
 textures/eigene/terrain_1
 {
 q3map_baseshader textures/eigene/baseterrain
 {
 map textures/yavin/rock3.jpg
 rgbGen identity
 tcMod scale 0.05 0.05
 }
 {
 map $lightmap
 blendFunc GL_DST_COLOR GL_ZERO
 tcGen lightmap
 rgbGen identity
 }
 }
 
 textures/eigene/terrain_2
 {
 q3map_baseshader textures/eigene/baseterrain
 {
 map textures/yavin/lighturth.jpg
 rgbGen identity
 tcMod scale 0.075 0.075
 }
 {
 map $lightmap
 blendFunc GL_DST_COLOR GL_ZERO
 tcGen lightmap
 rgbGen identity
 }
 }
 
 textures/eigene/terrain_3
 {
 q3map_baseshader textures/eigene/baseterrain
 {
 map textures/yavin/stone.jpg
 rgbGen identity
 tcMod scale 0.1 0.1
 }
 {
 map $lightmap
 blendFunc GL_DST_COLOR GL_ZERO
 tcGen lightmap
 rgbGen identity
 }
 }
 
 textures/eigene/terrain_0to1
 {
 q3map_baseshader textures/eigene/baseterrain
 
 {
 map textures/yavin/greenblock.jpg
 rgbGen identity
 alphaGen vertex
 tcmod scale 0.1 0.1
 }
 {
 map textures/yavin/rock3.jpg
 rgbGen identity
 alphaGen vertex
 tcmod scale 0.05 0.05
 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
 }
 {
 map $lightmap
 blendFunc GL_DST_COLOR GL_ZERO
 tcGen lightmap
 rgbGen identity
 }
 }
 
 textures/eigene/terrain_0to2
 {
 q3map_baseshader textures/eigene/baseterrain
 
 {
 map textures/yavin/greenblock.jpg
 rgbGen identity
 alphaGen vertex
 tcmod scale 0.1 0.1
 }
 {
 map textures/yavin/lighturth.jpg
 rgbGen identity
 alphaGen vertex
 tcmod scale 0.075 0.075
 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
 }
 {
 map $lightmap
 blendFunc GL_DST_COLOR GL_ZERO
 tcGen lightmap
 rgbGen identity
 }
 }
 
 textures/eigene/terrain_0to3
 {
 q3map_baseshader textures/eigene/baseterrain
 
 {
 map textures/yavin/greenblock.jpg
 rgbGen identity
 alphaGen vertex
 tcmod scale 0.1 0.1
 }
 {
 map textures/yavin/stone.jpg
 rgbGen identity
 alphaGen vertex
 tcmod scale 0.1 0.1
 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
 }
 {
 map $lightmap
 blendFunc GL_DST_COLOR GL_ZERO
 tcGen lightmap
 rgbGen identity
 }
 }
 
 textures/eigene/terrain_1to2
 {
 q3map_baseshader textures/eigene/baseterrain
 
 {
 map textures/yavin/rock3.jpg
 rgbGen identity
 alphaGen vertex
 tcmod scale 0.05 0.05
 }
 {
 map textures/yavin/lighturth.jpg
 rgbGen identity
 alphaGen vertex
 tcmod scale 0.075 0.075
 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
 }
 {
 map $lightmap
 blendFunc GL_DST_COLOR GL_ZERO
 tcGen lightmap
 rgbGen identity
 }
 }
 
 textures/eigene/terrain_1to3
 {
 q3map_baseshader textures/eigene/baseterrain
 
 {
 map textures/yavin/rock3.jpg
 rgbGen identity
 alphaGen vertex
 tcmod scale 0.05 0.05
 }
 {
 map textures/yavin/stone.jpg
 rgbGen identity
 alphaGen vertex
 tcmod scale 0.1 0.1
 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
 }
 {
 map $lightmap
 blendFunc GL_DST_COLOR GL_ZERO
 tcGen lightmap
 rgbGen identity
 }
 }
 
 textures/eigene/terrain_2to3
 {
 q3map_baseshader textures/eigene/baseterrain
 
 {
 map textures/yavin/lighturth.jpg
 rgbGen identity
 alphaGen vertex
 tcmod scale 0.075 0.075
 }
 {
 map textures/yavin/stone.jpg
 rgbGen identity
 alphaGen vertex
 tcmod scale 0.1 0.1
 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
 }
 {
 map $lightmap
 blendFunc GL_DST_COLOR GL_ZERO
 tcGen lightmap
 rgbGen indentity
 }
 }
 
 textures/eigene/terrain.vertex
 {
 {
 map textures/yavin/greenblock.jpg
 rgbGen vertex
 }
 }
 
 textures/common/terrain 
 { 
 q3map_terrain 
 surfaceparm nodraw 
 surfaceparm nolightmap 
 surfaceparm nomarks 
 }
  
 
  
  
    Have you got the latest GTKRadiant? More importantly is have you got the latest Q3Map2?
  If you get the latest GTK it should create textures/system/terrain which is what Q3Map2 uses for JA terrain.  
http://www.shaderlab.com/) - get Q3Map2 2.5.10
  
 
  
  
    I've got the .12-Radiant....and im compiling with Q3Map2Build eh I've got the newest version of q3map2: 2.5.10
  
 
  
  
    Looks like you're missing a bracket at the beginning and at the end of the shader file.
  
 
  
  
    Since when are shader files encompassed in brackets... :confused:
  
 
  
  
    @GothicX:
 Are you sure? In the Tutorial aren't brackets too.
 
 
 hmm... how must I compile to get this Terrain?
  
 
  
  
    Naw, you don't need brackets at the start and end of a .shader file.
  
 
  
  
    I think GothiX has been on something :evanpiel:
  
 
  
  
    Originally posted by WadeV1589 
 I think GothiX has been on something :evanpiel: 
 Gouda cheese.
 
 :p
  
 
  
  
    if you cant get it working, then just restart, i had a lot of trouble with it, but when i restarted it worked out ok.
  
 
  
  
    Now I know what I did wrong!
 
 I haven't export the EasyGen-Terrain with the "TEmplates: q3map2"
 
 Now the Terrain works:D 
 
 thx 4 the suggestions