q3map_novertexshadows not working?


(Gringo Starr) #1

Howdy! I cannot prevent shadows from being cast on my vertex lit terrain. Apparently ‘q3map_novertexshadows’ isn’t working for me. I made the ugly shadows go away for the most part by cancelling ‘surfaceparm nolightmap’. Yeah, go figure. But models are definitely casting shadows on terrain with the following shader:


textures/ww_beach2/terrain_0
{
	q3map_texturesize 512 512
	q3map_tcGen ivector ( 576 0 0 ) ( 0 576 0 )
	q3map_novertexshadows
	q3map_forcesunlight
	q3map_globaltexture
	q3map_nonplanar
	//tessSize 32
	//surfaceparm nolightmap
	{
		map textures/ww_beach2/ma_town_rock02.jpg
		rgbGen vertex
	}
}

I upgraded from 2.5.3 to 2.5.11, but no luck. 


(chavo_one) #2

Have you tried adding “surfaceparm pointlight” in combination with “q3map_novertexshadows”?


(Gringo Starr) #3

Thanks Chavo, fellow Trammer, but I came here last, and have since given up on trying to fix it. If one of the experts wants to find out why it’s not working for me, I’ll give them whatever info they want. I know people have better things to do, but if you look at the shader it’s baffling why there are still shadows on the ground.


(ydnar) #4

I believe I dropped support for q3map_novertexshadows.

Use lightmapped terrain…it rocks your socks. :slight_smile:

y


(ratty redemption) #5

I`m about to convert my vertex lit terrain over to lightmapped… is there much of a performance hit by doing so with large outdoor areas?


(Gringo Starr) #6

Thanks for replying ydnar, the problem is this though. With lightmapped terrain in a nighttime map, you can get an advantage by setting your system to vertex mode. In vertex, players stick out like a sore thumb since the terrain is full bright. Is there any way to have the best of both worlds? Also, if vertex is shunned upon :), I guess we won’t be seeing fog in any more maps :). Thanks for confirming that I’m not insane, and that novertexshadows wasn’t working.


(ydnar) #7

Add a vertexremap for the shader, to one that uses rgbGen vertex instead of the lightmap pass.

y


(ratty redemption) #8

is fog still not working with lightmapped terrain? :frowning:


(Gringo Starr) #9

Sorry Ratty, I was waiting for someone else to answer your questions, since I’m really a noob :).

As far as I know, fog still doesn’t work with lightmapped terrain.

Does lightmapping terrain cause a performance hit? I’ll venture a guess, and risk sounding stupid :), but I would say it does not cause a major hit. Maybe it does depend on the size of the terrain, and how many shadows the lighting process creates, and how small the samplesize is. I know dlights can cause a performance hit :slight_smile: (I guess since they’re dynamic).


(ydnar) #10

Are you making a RTCW, Q3 or ET map?

RTCW fog doesn’t jive with multipass shaders. ET worldspan _fog does, however.

y


(ratty redemption) #11

Gringo Starr, np and thanx.

ydnar, understood and cool that atmospheric fog works in et, since I intend converting my wolf maps to et :slight_smile: