Ydnar,
I’ve been messing around trying to fix the lightmap on my terrain (cfr. http://www.splashdamage.com/forums/viewtopic.php?t=4378Y). I have come to the conclusion that this might maybe be a bug in q3map2 (i know, what am i thinking
).
Any more suggestions/input you’d like from my side? I’m arrogantly assuming that you might be willing to have one more look at it.
observations:
- bizarre lighting on the terrain (although strictly speaking it is not terrain anymore, but a normal shader with q3map_shadeangle)
- haven’t reached the limits of sof2 lightmaps (have about 580 unique shader/lightmap combinations, if i do go seriously higher the engine crashes/goes bezerk (presumably over 1024 unique lm/shader combinations)
- the lightmaps are there, but they seem to be shuffled a bit (pieces of lightmap at the wrong place) and sometimes artefacts appear.
- some of the artefacts that appear in my lightmap are overlayed with apparently correct shadows on my lightmap (seems to indicate the problem occured during lighting and not at bsp load time)
cfr. pics in the other thread
thnx
fraco