cel shading & lightmaps


(JonTart) #1

My map has the _celshader key applied to the worldspawn entity so the cel.shader applies to all textures in my map. If I texture a surface with a shader it doesn’t seem to have a lightmap, is this correct behaviour and if so is there a workaround so that shaders will have a lightmap despite the fact that they are cel shaded?

my shader

textures/tart_cel/blue
{
	q3map_nonplaner
	q3map_shadeangle 60
	qer_editorimage textures/tart_cel/blue.tga		
	{
		map $lightmap
		rgbGen identity
	}
	{
		map textures/tart_cel/blue.tga
		blendFunc filter
	}
}

any surface with the above shader has no lightmap
I’ve also tested with some stock Q3 shaders and they have the same behaviour


(JonTart) #2

Ok, I’ve just figured out that no cel shaded surfaces have a lightmap, I read the cel.shader included with q3map2 :slight_smile:

so what I need now is a way to better blend the vertex lighting between two adjacent planes (see the pics below, click for a bigger version)


I’m not sure if what I want is possible, but any help is appreciated :smiley: