I got a problem with the shading on my ase mapobjects. Some face seem to get shaded fine together but i can still see some hard edge aroung my models. The position of those hard edge look random to me… Is it something with my shader?

I got a problem with the shading on my ase mapobjects. Some face seem to get shaded fine together but i can still see some hard edge aroung my models. The position of those hard edge look random to me… Is it something with my shader?

That model is small enough that you’ll probably want to just make it vertex lit. The faces are pretty small compared to the lightmap sample size.
If the model is sub-1000 verts, then you won’t need a shader. But if you do have a shader, just add:
surfaceparm pointlight
And set the texture stage to use rgbGen vertex, and nuke the lightmap stage.
y
The model is just a test. If i go with much bigger model do you think i’ll still see that problem? Im trying to move from md3 to ASE so i can get clipping, lightmap and go over the 1000 vertex limit per objects. I got some issue with vertex lit… If your model for some reason is inside a brush, the base will be bright.
Upgrade to the latest Q3Map2. Older versions had the fullbright buried vertex bug.
BTW, if you want proper smoothing on a vertex lit model, weld the verts you wish to be smoothed in your modeller. If you want it to be completely non-faceted, add a high q3map_shadeAngle to the shader.
y