Following on from my earlier post I've already now added in the functionality I needed for my BSP Importer using Quake 3 style shaders (since we're using NetRadiant to build our levels).
I've basically just created a simple shader file which points to the texture file and supplies an extra flag
tesselation which can be read at compile time to tesselate the patch as specified:
textures/trackbuilder/road1_t1x1
{
tesselation 1x1
qer_editorimage textures/trackbuilder/road1.jpg
map textures/trackbuilder/road1.jpg
}
textures/trackbuilder/road1_t9x1
{
tesselation 9x1
qer_editorimage textures/trackbuilder/road1.jpg
map textures/trackbuilder/road1.jpg
}
You can see there that I've created two shaders that will still use the road1.jpg textures but specify tesselation levels of 1x1 and 9x1. The first would be used on the flat straight pieces of road and the latter would be used on the corner pieces.
Now I just need to write all the combinations for each texture and then start re-texturing within NetRadiant! I'll post an update once I've got some new wireframe renders from the game.
If you found this post helpful please leave a comment below: