a request about q3map2-generated .ase models


(rgoer) #1

When you convert textured brushwork to a .ase model using q3map2 the textures stay–which is marvelous. A miracle, even. I’m having some trouble getting my .ase models to get lightmapped, though, and after researching the issue (it seems a common problem), I thought of something… would it be possible to write a new spawnflg for misc_model entities along the lines of “force model to get lightmapped” or something like that?

If not, can anybody tell me why model lightmapping would fail even when all the shaders that the .ase points to contain a “map $lightmap” stage?


(The5thHorsemen) #2

.ase shader


textures/5th_ind_lights/5th_lampbase
{
	q3map_forceMeta
	q3map_nonPlanar
	q3map_shadeAngle 75
        surfaceparm tin

	{
		map textures/5th_ind_lights/5th_lampbase.tga
	}
	{
		map $lightmap
		blendfunc gl_dst_color gl_zero
		rgbgen identity      
	}
}


(rgoer) #3

This is how I have my shaders set up so far:

textures/rc_ville/plnk_t05
{
nopicmip
q3map_shadeangle 120
qer_editorimage textures/rc_ville/plnk_t05.tga
q3map_lightmapsamplesize 1
q3map_normalimage textures/rc_ville/PLNK_B05.tga
{
map $lightmap
}
{
map textures/rc_ville/plnk_t05.tga
blendFunc GL_DST_COLOR GL_ZERO
}
}

From the start I see a few differences between mine and the one The5thHorsemen posted, and now I’ve got a few questions:[ul]1. Does the order of stages matter in this instance? That is, does putting “map path/to/bitmap” in an earlier stage than “map $lightmap” make all the difference in the world?
2. What does rgbgen identity do? Is that the key to model lightmapping?[/ul]And thanks again, fellas.


(chavo_one) #4

I think that these are the path to happiness:

   q3map_forceMeta 
   q3map_nonPlanar