Hi,
not sure if I should post this in the q3map2 forum.
I’ve tried to use phong-shading to make the earthwork shown in the following picture “round”.

credits:
- prefabs: Ifurita and bubba
- shader: sock
- sky: ydnar
- sky shader: obsidian + ydnar
- textures: evillair
Here’s the shader (it’s been taken from sock’s side except the lines pointing to the pictures of course):
textures/p7/p7_grass_dense1
{
q3map_nonplanar
q3map_shadeangle 120
qer_editorimage textures/p7/p7_grass_dense1_phong.tga
{
map $lightmap
rgbGen identity
}
{
map textures/temperate_sd/grass_dense1.tga
blendFunc filter
}
}
I’ve tried “q3map_shadeangle 60”, “120” and “270”.
But with the same, no, result.
Compile parameter’s:
BSP -meta, -vis, -light -fast -filter
Version of q3map2:
For “120” I’ve used v2.5.11 (the version that ships with GTKRadiant v1.4.0).
For “60” and “270” I’ve used v2.5.15.
I don’t know what’s wrong.
Thank you in advance for your help.
p.s.:
The picture reflects the layout of my map project “p7” (for “Prüfstand VII” = “test stand VII”):
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=2347&start=192
