Blending phong shading across adjacent different shaders


(G0-Gerbil) #1

Is there a way?
Wolfwings says there probably is but can’t remember the shader function, so I’m curious.
Basically am in the process of reworking my caves to remove all hard edges that I can, and this would be a great help :slight_smile:

Efforts so far are going well, but this would be the icing on the cake:

http://theburrow.neohosted.co.uk/forums/viewtopic.php?t=76


(Detoeni) #2

My first thought would be “q3map_lightmapMergable”, or may be try using “q3map_baseShader” like if you were working on a terrain entity.

after thought if you make the whole lot a function group, the lightmap should be projected across all grouped surfaces.


(G0-Gerbil) #3

lightmapmergable might be the one.
I’ll do a bit more searching on those terms and see what I come up with.

RE: the grouping - I’ve not heard anything about func_groups automatically grouping the lighting across 'em?
Anyway this isn’t really possible since I’ve got to split most things up to use alpha volume brush thingies.


(Detoeni) #4

I’v also been playing with the “alpha volume brush thingies” on complex terrain (cliffs and gully’s), its required some inventive use of diffrent blends and decal layers, so I can keep the whole terrain a one group, but the light mapping looks good so far.


(G0-Gerbil) #5

Any screenshots? I want to see how weirdly shaped it is :slight_smile:


(Detoeni) #6

:slight_smile: you would ask that, a number of very silly errors on Saturday resulted in me deleting most of me terrain and cliffs, I only twigged a few hours latter after a few saves (no backup Doh!)

Im in the middel of rebuilding it atm, its along the same lines as the terrain in bergen, just a lot more refind.
editor shot
early test map


(ratty redemption) #7

nice brush work there Detoeni :slight_smile:


(G0-Gerbil) #8

Heh I like the editor pics - I was commenting to Ratty earlier today how now I’m getting into this stuff more radiant looks a mess with textures with text all over 'em :slight_smile:


(ratty redemption) #9

hee hee, at least its no longer just the boring 'terrain' word we had on 1000s of brushes with the old alpha map and meta shader terrain system :wink: