About curiosities, I discover that what I said before was correct: Rtcw has the same capabilities of map editor of Wolf:ET, that means detail textures in terrain meshes and
shadowlightmaps as in vertex brushes.
Korfe map by Detoeni proved that in the far 2003! A great map work, a masterpiece that looks really good after all this time. Not sure why don't uses fog
but surely looks better with a good visibility in a clear day.
The trick is use the command q3map_nonplanar in the terrain shader:
textures/bighill
{
q3map_nonplanar <------
MAGIC WORD INTRODUCED IN WOLF:ET (and Rtcw 1.33)surfaceparm grasssteps
(this is needed for right sound) {
map/textures/bighill <----------
YOUR TEXTURE blendFunc GL_ONE GL_ZERO
rgbGen identity
}
{
map $lightmap
blendFunc filter <-------------------
LIGHTMAPrgbGen identity
}
Basically forest map and many other outdoor places can be lightmapped in this way adding depth in the level.
Actually the terrain shader in pak0 affects the 90% of rtcw custom maps, obsolete.