I read off of ydnar’s site that having q3map_terrain in your common/terrain shader applies:
q3map_tcGen ivector ( 32 0 0 ) ( 0 32 0 )
q3map_nonplanar
q3map_indexed
q3map_shadeangle 180
q3map_lightmapaxis z
I have a couple of questions about this that I hope someone can help with. (sorry for the bullet list, but it’s easier…)
- what happens with the ‘q3map_lightmapaxis z’ setting if you are working with vertex lit terrain? Are q3map keywords applied in the listed order? And if so does q3map_nolightmap override this?
- Does setting q3map_tcGen ivector to another value in my custom terrain shader cause a problem since it’s set up already in common/terrain?
- What happens if I have duplicate keywords? For example, what happens if I have q3map_nonplanar listed in my custom terrain shader since it’s already in common/terrain? Any conflicts or wasted CPU time?
- Lastly, what is the distinction between compiling with -meta and using q3map_nonplanar? Their definitions sound very similar.
Thanks!