I noticed the other day that some terrain brushes in a map of mine (which use a specular shader) were not lighted quite like they should be. It was almost like the specular map on certain brushes was brighter than it should be or was not…in line with the other brushes I guess. If that makes sense. So I compiled it again with -border and -normalmap in the light phase and this is what I got:
Now some of those are patches because I couldn’t use quadsoups or trisoups for that particular area (all sorts of vertex issues). But anyway, does anyone know how to fix this?
EDIT: Smaller pics now, sorry didn’t see a spoiler tag