same here, Im still getting light leaks in the 2.5.12 version you just posted, but Im also getting some very weird, dark shadows appearing on cliff faces above where I have caves entrances.
I could ul a pic to the jolt wolf mapping forum and link to it from here, if that would help? …or can someone can recommend a good free host for ul images to? …the small ftp site I got with my isp is full as I use it for backing up.
anyway, my brush work is different size trisouping, which used to be func groups using alphamaps, but now all moved to worldspawn, and I removed all ref to the alphamaps as I`m now using the dot product2 and penumbra lighting.
every thing else in the map is lighting fine, other then the odd light leak.
but when I checked the external lightmaps generated with q3map_lightmapsize and q3map_lightmapmergable, the weird dark shadows stand out very clearly and cover the same area as the cave widths below, but have shapes like large crosses and dots in them, and not shapes I would expect the brush work to cast.
I`m not using any sky portals or buildings, mountains that could be blocking the light from the sky shader like this.
textures/_water_test/day_sky
{
qer_editorimage textures/_water_test/sky.tga
q3map_sunext 1 0.8 0.6 230 150 35 2 16
q3map_lightmapfilterradius 0 64
q3map_lightrgb 1 0.8 0.6
q3map_skylight 60 3
q3map_globaltexture
q3map_backsplash -1 -1
fogvars ( 0.02 0.02 0.02 ) 0.000001
surfaceparm nolightmap
surfaceparm noimpact
surfaceparm nodlight
skyparms - 400 -
{
map textures/skies/newclouds.tga
tcmod scroll -0.001 -0.003
tcmod scale 6 6
}
{
map textures/skies/assa_clouds1.tga
tcmod scroll 0.0005 0.00
tcmod scale 2 1
blendfunc blend
}
}
and the terrain shader...
textures/_water_test/terrain1
{
qer_editorimage textures/_water_test/terrain1_base.tga
q3map_lightmapsamplesize 64
q3map_lightmapsize 256 256
q3map_lightmapmergable
q3map_shadeangle 180
q3map_tcmod rotate 35
q3map_lightmapaxis z
q3map_nonplanar
q3map_alphamod dotproduct2 ( 0 0 0.85 )
q3map_tcgen ivector ( 512 0 0 ) ( 0 512 0 )
surfaceparm grasssteps
{
map textures/terrain/dirt_m03.tga // dirt
tcgen vector ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) // 256
//rgbgen const ( 0.6 0 0 )
}
{
map textures/_water_test/ratty_mxrock3_a.tga // rock 1
alphagen oneminusvertex
alphafunc ge128
blendfunc blend
}
{
map textures/_water_test/ratty_mxrock0b.tga // grass
alphagen vertex
alphafunc ge128
blendfunc blend
}
{
map $lightmap
tcgen lightmap
blendfunc gl_dst_color gl_zero
}
}
I`m compiling for wolf, using -meta -light -fast -patchshadows -samples 2 -fastgrid
when I change the direction, angle of the sun these dark shadows change but our always above the cave entrances, and a lot darker then the other shadows.
also is there a way to stop my bsp loading the q3map2_mapname.shader and just use my original shader files?
I dont mind a temporary shader being created during compiles, but if I then want to tweak rgbgen values or other things which shouldnt need recompiles, then it`s annoying having to alter two shader files, or alter the q3map2 one then remember to update the changes in my original.