I get kind of “hard” shading on my ASE model although the shader has q3map_shadeAngle 180. I tried 89 120 … same problem. and i checked for not welded vertices in 3ds max. but they all seem to be welded

the other side of the model. here the shading looks better, but i guess this is only because there is less light.

screenshots are compiled with -fast -patchshadows -filter -shade -super 2
(q3map2 2.5.7) … i tried -samples 3 , but the effect was not very satisfactionary. not only on the model but on the rest of the map
textures/natter/lm_model_base
{
qer_editorimage textures/common/skip.tga
q3map_forceMeta
q3map_nonplanar
q3map_splotchfix
q3map_lightmapsamplesize 4
}
models/natter/natterbo_lm
{
qer_editorimage models/natter/natterbo.tga
q3map_baseshader textures/natter/lm_model_base
q3map_shadeAngle 180
{
map $lightmap
rgbGen identity
}
{
map models/natter/natterbo.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
models/natter/rest_lm
{
qer_editorimage models/natter/rest.tga
q3map_baseshader textures/natter/lm_model_base
q3map_shadeAngle 89
{
map $lightmap
rgbGen identity
}
{
map models/natter/Rest.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
models/natter/flashen_lm
{
qer_editorimage models/natter/flashen.tga
q3map_baseshader textures/natter/lm_model_base
q3map_shadeAngle 225
{
map $lightmap
rgbGen identity
}
{
map models/natter/flashen.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
are there more shader “tricks” to get smoother phong shading? :???:
btw this is for natterbase_dual(kind of second edition of my map)
… and sorry for the 16 bit looking pics. the latest detonator is just terrible





i had this in since i started making the natter map cause mp_beach was using it. i have to redo some lights and tweak some func groups, but now even the seams on the model are looking good.