Hi,
I got a case of lightmap going fubar… Lemme first show the problem:
(all pics are taken with r_lightmap 1)
[edit] sorry if some pictures are too dark.

I hope you see how the same bit of lightmap gets repeated over and over.
That “band” is funky. It is as if there is vertex lighting there. You see it again in the next shot.

Notice how the treelines make big bulky shadows? The problems started to be visible when I added those.

Part of that same lightmapped terrain does look perfectly ok:

The game is SOF2.
The problem started showing when I added those treelines. They are tga with an alpha channel on brushes with _nodraw. Here’s the shader
textures/nuclear/treeline3_vl
{
cull disable
qer_trans 0.8
q3map_alphashadows
q3map_nolightmap
qer_editorimage textures/nuclear/treeline3
{
map textures/nuclear/treeline3.tga
blendfunc gl_src_alpha gl_zero
rgbGen vertex
alphaFunc GE128
}
}
Things I might have messed up:
- I have been vertex pulling that terrain (I assume for now that that is the root of my trouble)
- It seems I have been overusing _lightmapscale a bit (still have to tweak it down a bit). However if I use a bit more detail on that terrain (lower _lightmapscale), sof2 will crash on the map. I assume it’s telling me I have too much lightmaps? Maybe this being close to the limit causes this?
- Those treelines seem to have triggered the problem.
- A lot of my brushes overlap (intersect) with that terrain.
- the terrain has been clipped around my buildings and structures (and i think that clipping with vertex pulling might not have been a good idea, coz some of the terrain triangles got chopped to a quad now)
any advice is welcome. If noone can help, well, I’ll try rebuilding that terrain from scratch. Unfortunately that would (with all the clipping and vertex pulling) be a very tedious job.
thnx in advance
fraco











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