Do you want to fix this or deliberate capabilities ? …it’s almost as if you’re ignoring the facts contained in this thread.
(Methinks he doth protest too much)
Do you want to fix this or deliberate capabilities ? …it’s almost as if you’re ignoring the facts contained in this thread.
(Methinks he doth protest too much)
90 degrees shouldn’t be too sharp an angle with q3map_shadeAngle 150 in the shader
Unless you force lightmapping from one axis q3map2 will project lightmaps from all three axis. lightmapMergable only works well when the lightmapping is projected from one direction (z, which is no good for what your doing).
You need to do what eb suggests (two posts up)+ use lightmapsampleoffset to blur the lightmap seams (if needed).
Why does the automatic phong shading on a square cylinder work, then, if 90 degree angles and phong shading don’t mix, as you claim?
Why does the automatic phong shading on a square cylinder work
because its a patch, thought your problem was with brushwork.
edit: see here
take your pick and fix your map.
The brushes don’t get automatic phong shading, but giving the faces all the same shader which uses q3map_nonplanar and q3map_shadeAngle should produce the same effect.
A rectangular brush with such a shader on four sides and nodraw on two opposite sides and a square cylinder should behave the same way w.r.t. lightmapping, as long as the shadeangle isn’t less than ninety, correct?
Dont waste your time looking for rules, just go with what works best (welded patchies).
Nope, the square brush and square cylinder are treated in fundamentally different way, a mesh is usually treated as a contigous object where as a brush isn’t, it’s broken down into its constituant faces. The upshot of this is, as is well known, that there are certain conditions that will ‘break’ or cause phong not to behave in the way you expect it to, steps are one of them becasue regardless of the angle of phong the angle between each side is too great or ‘hardedged’.
If you want ‘soft’ step you need to ‘work’ them, by either beveling the leading edge slightly (to reduce the angle transition) or doing something else that breaks the hardness of them.
As Detoeni mentioned above, work with what’s best.