Hello all,
I am doing a small mapping project and have run into a problem that seems to have been discussed on & off on those forums - but I can’t find a clearly laid out solution, so I’ve chanced a new topic…
This is RtCW.
I’m designing my map using all the lovely Q3Map2 effects (lightmapped terrain, phong, etc) but am running into this problem:
- [li]When fullbright (vertex) lighting is selected, some of the textures go “fullbright” but others do not.
[/li]
I’ve isolated this to:
[ul][li]Textures without shader scripts always maintain the lightmap, even in so-called vertex mode i.e. plain .jpg/.tga files
[/li]
[li]Textures with shader scripts always go fullbright[/ul]
[/li]
What I am trying to achieve is uniformity in both light-mapped & vertex modes (i.e. when in vertex mode all the textures look like they have the same lighting!). I think that I could write a shader for every texture , and thus have them all go fullbright in vertex mode - except for the terrain…which always seems to keep it’s lightmap.
I suspect this is fairly simple, but as I’m just getting into the swing of this, I suspect there are a few basics I am missing - being too keen to get to the goodies without fully understand ing the basics :(.
Hope this makes sense, thanks in advance…
Aside: a biiig thank you to goes to Hummer for allowing Battlefield Europe reverse some of his maps

A Merry Xmas & a Guid Hogmanay tae ye all frae Scotland!

