Need hint with shading models :)


(system) #1

Hi Partypeople :banana:
i need help with my model. I made this cliffy wall for testing some model-with terrain stuff and my model turned out edgy.

Can someone explain how this -shade stuff works and post a working shader for a lightmapped model (my second wish :wink: )?
I tried -shade already but i must have missed some important details.
What is the best setting for shadeanlge? have it something to do with the degrees my of my sunlight?

Some tips or a link to a shading documentation would be very nice. :slight_smile:


(onu) #2

My understanding is shadeangle applies to the angles between adjacent surface segments.

In otherwords, if the angle between triangle x and triangle y is less than shadeangle, then the lightmap will be blended across the two surfaces, making them appear more round.

So in order to get a cube phong shaded the shadangle for the texture used on this cube would have to be 91… or 271 I can’t remember which. Anyone want to settle this question for me?


(Hewster) #3

Hi Fiesling,

In my experience, models must be smoothed in the 3D app they are
created in.
Use .ase for best results :slight_smile:

Hewster


(ydnar) #4

q3map_forceMeta
q3map_nonplanar
q3map_shadeAngle 120

Put above lines in the model’s shader.

y


(system) #5

I put some more polies into my model and modified the shader.
Now it looks better but not perfect.
And compile-time rised a lot with -shade switch on.
But i will tweak the lighting a little bit before i do a final compile. Thx for help. :slight_smile:


(hummer) #6

Try tweaking the shadeangle too… give it higher values like 180 and see if it looks more appealing.