Do Alpha Shadows work with q3map2 in JK2?


(Patrick_H) #1

I have tried doing this after making my map in JK2 Radiant. I have a spotlight projecting through a grate texture with the following shader:

textures/garrison/circlegrate.tga
{
qer_editorimage textures/garrison/circlegrate.tga
surfaceparm alphashadow
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm trans
q3map_shadeangle 179
q3map_nonplanar
cull disable
//q3map_lightmapaxis z
//q3map_tcgen ivector ( 142 0 0 ) ( 0 142 0 )
{
map textures/garrison/circlegrate.tga
depthWrite
alphaFunc GE128
}
{
map $lightmap
blendfunc filter
tcGen lightmap
depthFunc equal
}
}

I have then applied the following to the brush that the alpha shadow is to be cast upon:

func_group
_lightmapscale 0.125

Is there something I am missing?

ydnar?


(onu) #2

If you check my bump mapping thread, you’ll see ydnar suggested making my smaller brushes seperate func_groups so that q3map2 wouldn’t make a single lightmap for the whole group of coplanar faces. If the brush this alpha shadow is casting on is big, try dividing it into sections, making them all seperate func_groups.

To quickly test, make a thin brush with 128 × 128 units across the face that will get the most shadow, then apply the same properties to that brush. If the shadow still looks blurry/broken/otherwise-bad, then the problem is most likely in your shader.


(ydnar) #3

Remove the “.tga” suffix from the name of the shader.

y


(Patrick_H) #4

Remove “.tga”?

That’s odd- I borrowed the shader from Cardigan’s “Estatica” map, and it worked for him. I’ll try it anyway.

I almost forgot to mention- my brushes are small anyway. I’m just testing it in a tiny little map first. And I’m getting absolutely no alphashadow. Only a solid shadow, as if the brush were “without holes”.


(Patrick_H) #5

SWEET! I guess JK2 doesn’t like the file extension, huh? Thanks “Y”!

And I guess I should have figured that on my own.

Some other questions while I am at it.
What do these do?

q3map_shadeangle 179

//q3map_lightmapaxis z