non-seamless shadows


(ogun) #1

http://www.freewebs.com/johnsson85/mapping/frenzy_shadowbug2.jpg

As you can see, there’s a sharp line between the upper and lower brushes. The brushes are part of the same func_group with a _lightmapscale value of .25. I’ve tried different compile settings but the problem remains, so I don’t think that’s the problem. Anyway, the compile settings I used for this shot were:

c:\spel\Quake3\ydnar\q3map -light -fast -bouncegrid -patchshadows -bounce 8 -samples 3 -shadeangle 180 -extrawide -fs_basepath C:\spel\Quake3 C:\spel\Quake3\baseq3\maps%1.bsp


(ogun) #2

Oh right, copy and paste the url to the address bar to view pic.


(ydnar) #3

Don’t use -shadeangle 180. That’s just asking for trouble. :slight_smile:

Anyways, try using -super 2 or -samples 2 instead of -extrawide.

The -extrawide switch is obsolete, and implies -super 2 -filter.

The reason you’re seeing gaps is because the filter code can’t operate across lightmap boundaries.

y


(ogun) #4

Ok thanks, I’ll try it!


(ogun) #5

Just recompiled the map with the new settings:

c:\spel\Quake3\ydnar\q3map -light -fast -bouncegrid -patchshadows -bounce 8 -samples 3 -shadeangle 90 -super 2 -filter -fs_basepath C:\spel\Quake3 C:\spel\Quake3\baseq3\maps%1.bsp

And this is what it looks like:
http://www.freewebs.com/johnsson85/mapping/frenzy_shadowbug.jpg

…which is exactly the same. I didn’t change samples to 2, but that can’t be it, can it?


(ogun) #6

BTW I used the latest test of q3map2 for this compile.


(Matt) #7

Ungroup those brushes, and group them again.

If that doesn’t work, then rebuild the whole area. I can’t tell from the shot, but if any of the brushes are odd shapes, make sure you’re using the clipper tool to make them.


(ydnar) #8

Do not mix -super and -samples. Use one or the other.

Do not use -filter. That’s the major cause of the seam.

y


(rgoer) #9

Ydnar, could you go into a little detail about the aesthetic differences between -super and -samples? Does one produce sharper, more exact shadows than the other?


(ogun) #10

http://www.freewebs.com/johnsson85/mapping/frenzy_shadowbug3.jpg

c:\spel\Quake3\ydnar\q3map -light -fast -bouncegrid -patchshadows -bounce 8 -samples 3 -shadeangle 90 -fs_basepath C:\spel\Quake3 C:\spel\Quake3\baseq3\maps%1.bsp

I didn’t finish the bounces, aborted when calculating the first one. But the problem still remains. You don’t think removing -fast could fix it?


(ydnar) #11

The upper brush and lower brush are in the same func_group, right?

How large is the upper brush? Is it wider than the lower brush?

y


(ogun) #12

They are of the same width. The upper one has a greater height; it’s twice as high. The wall is angled though (when using top-view). I’m pretty sure the brushes that aren’t angled don’t have the same problem with shadows.


(ogun) #13

Do you think you can help me ydnar? I’ll send you that part of the map if you think that may help you.


(ydnar) #14

Can you post a shot with r_showtris 1 and a Radiant shot as well?

y


(ogun) #15

http://www.freewebs.com/johnsson85/mapping/frenzy_gtkshot.jpg

http://www.freewebs.com/johnsson85/mapping/frenzy_r_speeds.jpg