Normalmapping question


(MMFSdjw) #1

I’ve got a problem with the bumpmapping.
http://members.lycos.co.uk/mmfsdjw/hpbimg/bumpcross.jpg
in overly brightened the pic above you can see the normal map is sharper over that one triangle of that brush. it’s one big long brush and I keep getting one ploy on it sharper than the rest.
it has _lightmapscale .1 on it and I compiled with threash .1.

I’m useing Q3map2.5.5 test-10

any idea on what I can do about this?


(ydnar) #2

You’ll find your answer in this post:

http://www.splashdamage.com/forums/viewtopic.php?t=2449

y


(MMFSdjw) #3

but it’s a single brush in a single func_group.


(ydnar) #4

The same rules apply. How big is the brush?

y

Edit: Halo mod?


(MMFSdjw) #5

it’s 4800 long, about 1/4 as wide, about as tall as it is wide and sloped and close to 30^o.

from what i thought I understud about that you said in that other thread, was the lightmap was being streched over miltiple brushes and to group each brush individualy but this already is.


(ydnar) #6

Large brushes can be fractured by Q3Map2 in an attempt to stretch a lightmap over it.

You should split it into 3 or 4 pieces and put each in a different func_group if you really want a high-res shadow on it.

y