
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 