I cloned a rectangle piece of trisouped terrain (36x8 tris all 128 units wide, with all the verts snapped to a 16 size grid) …and checked both terrains have the same keys, values including pointing towards the same indexmap.
but once compiled (with any of my compile lines) one of the terrains might have fooked shading on some of its tris, while the other terrain might be fine …shouldn`t they be identical other then their vertex lighting due to the q3map2 sun?
each time I compile the bad tris are in the same place, unless I have dragged the terrains around (usually on a grid of 128) …and their not touching each other or touching any other non caulk brushes.
does this make any sense?
I tried all the things reyalP mentioned looking for, like 3 way junctions on the indexmap.
I think the reason I wasnt aware of getting any bad tris on my prev test, wasnt due to me using 2.5.7 but instead, a mixture of luck with where I had func_groups terrains …and that I was painting the indexmaps to align with the terrain, so I was compensating for the fake 3 way junctions by adding in the odd pixel of a color where I wouldn`t normally of painted.
I say this cus I just tried moving the funcs around again (on various size grids, but no smaller then 8) …and the results were adding in this terrain bug, depending on where the funcs were, ie moving them to along the x or y axis, made the bug appear in different places, or not at all on the funcs.
Im going to try my hardest to stay cool about this ...but the wolf, et community will be loosing out, if we cant figure a way to get meta shaded terrain reliably working again, as it`s one of the best effects we can use with natural terrain type maps.
I know these tools are free, but for fooks sake, why do things that used to work keep getting broken in them?
I pitty any newbie mappers wanting to learn this stuff, since debugging these wolf test maps is now taking me longer then it takes me to build them, and I have a fair idea what I`m doing most of the time.
this is definitely not our fault, and it needs to be fixed or ydnar is condemning the use of meta shaders in our maps, something I personally will never respect him for doing.
and if anyone is wondering why we dont just use older versions of q3map2 or the original q3map compiler, the answer is we need the speed in compiling that the newer versions have...which is something ydnar is great at giving us ...and there some very nice compile options we didnt use to have, so q3map2 isn`t all bad.
but every so often he fooks up something we depend on using, if he then fixes the bugs he introduces, then np (its only our time wasted) …but leaving them unfixed and expecting us to just live with it, is very wrong imo 