I’ve got some stalagmite and stalagtites I’ve created from patches and converted to ASEs for use as prefab misc_models in my map (done it like this as opposed to brushes cos I want the box mapping).
Anyway, just tried it out and 2 problems:
- The auto clipping is crap, I can climb up near vertical surfaces (solved by not using autoclipping and and creating my own clips, so not really a big pain)
- They appear to increase (rather dramatically I might add) the vertex lighting stage of light compile.
The set up is as follows:
I have my patches using a standard phong shaded rock texture.
Then I duplicate the patches and apply my glittering texture to this copy - which uses polygon offset to be drawn over the top. I’m pretty sure it’s this stage causing the vertex lighting code to kick in because of course I specify no lightmap.
The shader is here:
textures/mml_helmsdeep/glittering
{
// Editor properties
qer_editorimage textures/mml_helmsdeep/glitter.tga
// q3map2 properties
// q3map_surfacelight 200
// q3map_lightimage textures/mml_helmsdeep/glitterlight.tga
// General properties
nopicmip
nomipmaps
surfaceparm nonsolid
surfaceparm nolightmap
surfaceparm trans
polygonoffset
// Alpha write
{
depthwrite
alphafunc ge128
blendfunc add
map textures/mml_helmsdeep/glitteralpha.tga
rgbgen identity
}
// Sparkle effect
{
tcmod scroll 0.003 0.01
depthfunc equal
blendfunc add
map textures/mml_helmsdeep/glitter.tga
rgbgen identity
}
}
I’ve commented out the surface light because although it looked quite sweet, it really hurts the compile times and I just plain can’t be arsed with that 
So erm, is there a way of both disabling lightmaps AND vertex lighting? I use blendfunc add to get the effect I want - I don’t want anything affecting this glitter effect except the TGA image contents. I had a quick look at the updated q3map2 manual (http://shaderlab.com/q3map2/shader_manual/contents.htm) but anything vaguely related to vertex lit stuff appears to be obselete or not what I’m after.
So, how can I disable this bit of the processing because it’s taking disproportionately long? (slower than the lightmap stage!).




