Ydnar: Your new version of q3map2 changed the way our phong shaders work. I had an angle of 120 and suddenly I ended up with stark black lines where terrain brushes meet in a couple of places. They used to not be there. I lowered the angle to 60, like Zer0L0giC suggested, but that still did not get rid of them all. I was under the false impression that whatever angle I placed in the shader would cause phong shading to happen to all angles less than and equal to the set angle. That is why I used higher values. I don’t want to have to decrease the amount of Phong shading if I don’t have to. I want a lot of smoothing and I want to overcome these strange brush edge problems. How does one choose a correct phong shading angle for a terrain? Thanks for your input.
Here is an example of one of my phong shaders:
[b]
textures/ford/ground_Phong
{
// q3map_nolightmap
// q3map_onlyvertexlighting
q3map_shadeangle 60
qer_editorimage textures/ford/ground
q3map_splotchfix
q3map_nonplanar
{
// rgbGen vertex
map textures/ford/ground
rgbGen identity
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
[/b]