Lightmapped terrain weirdness...


(hummer) #1

Here’s my shader:


textures/raiders/raiderster_base
{
	q3map_lightmapaxis z
	q3map_lightmapmergable
	q3map_lightmapsize 512 512
	q3map_tcGen ivector ( 299 0 0 ) ( 0 299 0 )
	q3map_tcMod rotate 33
}

textures/raiders/raiderster_0
{
	q3map_baseshader textures/raiders/raiderster_base
	{
		map textures/desert_sd/sand_disturb_desert.tga
		tcmod scale 1.75 1.75
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/raiders/raiderster_0to1
{
	q3map_baseshader textures/raiders/raiderster_base
	{
		map textures/desert_sd/sand_disturb_desert.tga
		tcmod scale 1.75 1.75
	}
	{
		map textures/desert_sd/rock_edged_smooth.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA		 
		alphaGen vertex
		tcmod scale 1.75 1.75
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

Okay, so what’s happening is a seperate, q3map_indyterrain.shader is being generated. It seems to referece external light maps. I think what’s happening, is the light maps can’t be found, so it overlays the grid for the light map stages in the shader. Although, I tried exporting them, and I had the same result. Is ther some way to avoid this?

This is for vanialla wolf. I’ll move to ET when the tools arive :slight_smile:


(pazur) #2

q3map2 (2.5.5 i think) was crashing when i had q3map_lightmapsize in my lmt shader. a folder was crated with the external lightmap and q3map gave me an error like: shader not found and then crashed. so maybe try to do the old method without external lm and take the q3map_lightmapsize out


(hummer) #3

Wow… fixed in record time! Thanks Pazur!