I’ve been trying to get external lightmaps to work, but every time I try, the lightmap always tiles over the image (Click here to see a pic)
I’ve searched this board and couldn’t find any solution, so what is causing this and how can I fix it?
The game this was compiled for was Star Trek Elite Force.
I compiled this with q3map_2.5.5-test-8 using:
-light -fast -thresh .1 -super 2
My shader is:
textures/ent_corridor/wall_main_bumpmapped
{
qer_editorimage textures/ent_corridor/wall_main.tga
q3map_lightmapsamplesize 4
q3map_lightmapsize 512
q3map_normalimage ent2/wall_main_normal.tga
nopicmip
{
map $lightmap
}
{
map ent2/wall_main_flat.tga
blendFunc GL_DST_COLOR GL_SRC_ALPHA
rgbGen identity
alphaGen lightingSpecular
}
}
and the output shader is:
// Custom shader file for testmap8.bsp
// Generated by Q3Map2 (ydnar)
// Do not edit! This file is overwritten on recompiles.
testmap8/E87F9D3FCC0CDD0C0BEFB6FCBBEE3032
{
qer_editorimage textures/ent_corridor/wall_main.tga
q3map_lightmapsamplesize 4
q3map_lightmapsize 512
q3map_normalimage ent2/wall_main_normal.tga
nopicmip
{
map maps/testmap8/lm_0000.tga
}
{
map ent2/wall_main_flat.tga
blendFunc GL_DST_COLOR GL_SRC_ALPHA
rgbGen identity
alphaGen lightingSpecular
}
}
I also put the brushes in func_groups and added _lightmapscale .1 to make sure the bumpmaps turned out good.
