alpha shader on ase model = invisability


(codey_) #21

I understand that -filter can be bad but sometimes it actually gives a improvement. The first picture here is compiled without it and the second with it. Look at the shadows cast by the stairs.

Maybe there is another way of achieving the last look but I haven’t find any except for setting down lightmapscale which on 10 cisterns of that size wasn’t feasible for me.

cheers


(Gringo Starr) #22

Yeah, without filter, it does get some chunkiness imo.


(obsidian) #23

If absolutely necessary, you can set q3map_lightmapFilter in the shader to just filter that surface, but leave out the -filter switch from globally affecting all your lightmaps.


(ydnar) #24

Increasing the lightmap res for the cisterns isn’t that bad. The shadows will look much better when cast from the stairs.

Can you post the shader for your cistern?


(codey_) #25

Sure, here:

textures/codey1/cistern_md512
{
    q3map_nonplanar
    q3map_shadeangle 60
    qer_editorimage textures/codey1/cistern_md512.tga
    {
        map $lightmap
        rgbGen identity
    }
    {
        map textures/codey1/cistern_md512.tga
        blendFunc filter
    }
}

BTW I released Oildepot this friday - you can get it at the european site
http://www.act-of-war.de/index.php or the US site http://www.ut.map-depot.com/

I’ll try to make a post on how I hinted it asap based on the advices I got in this forum.

cheers