Seams in terrain (RTCW)


(Arno) #1

Hi!

I’ve used the latest Q3Map2 to compile the regular mp_beach.map. All the shaders were unaltered. When viewing the result I noticed the terrain on the beach had seams in it. Here’s a screenshot to show the effect. I used Q3Map2 with the following options:
q3map2 -game wolf -meta
q3map2 -game wolf -vis -fast
q3map2 -game wolf -light -fast -nocollapse

So my question is: how can I make the terrain smooth (like in the official version)? The reason why I’m concerned about this is because I’m working on a map that uses the exact same terrain shader and the seams show up there as well.
Any help will be appreciated. Thanks.


(ydnar) #2

Read the file lmt.txt included with Q3Map2. It explains how to convert existing TA-style terrain shaders to more efficient (and/or lightmapped) Q3Map2 terrain shaders .

y


(SCDS_reyalP) #3

That looks like shaders want q3map_globaltexture to me. This seems to be needed if you use tcmod scale. Assuming that you want to use the same basic shader with minumum effort, just make a copy of the one used for beach and add that keyword to the top of each shader. Be sure to give the shader file and all the included shaders new, unique names.

Or you can go and write your own set of shaders using the same textures and all of ydnars whizbang features.


(Arno) #4

Thanks! Q3map_globaltexture works perfectly! :clap:

Lightmapped terrain looks very sweet from the examples I’ve seen, but I’m affraid it will hurt the performance too much. Right now I’m gonna need every gain in fps I can get. I even removed the cloud overlay from the original beach terrain texture in the hope it would improve fps a bit.

Anyway, thanks again!


(ydnar) #5

The per-stage tcMod scales in your terrain shader hurt performance. Even if you’re not going to use lightmapped terrain, I strongly suggest using q3map_tcGen ivector to set the texture coordinates rather than rely on runtime scaling & q3map_globaltexture.

y


(Arno) #6

Thanks. I replaced tcmod and q3map_globaltexture with tcGen. “q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )” gave the best result. I can’t tell if there’s any difference visually or performance wise, so I’ll just take your word for it. :slight_smile:

Lightmapped terrain is something I’m considering to spice up an older map of mine. But that will have to wait until the new map is done.
Thanks for the support.