if you add a value to -shadeangle as a compiler option (ie. -light -fast -shade -shadeangle 120) does that override any that might be present in shaders? I did a massive search for this the other night and couldn’t find any conclusive info…
:???:
-shadeangle XX compile option
Yes, the value supplied to -shadeangle will be the default (lowest) shade angle used. Any breaking edge angle smaller than that will be phong shaded.
y
hmm. Ok, I’m just doing some more terrain-ish monkey madness and I’m fiddling with shadeangle values applied to the shader files rather than as a compile option.
In some test maps with this new method the ‘terrain’ looked pretty good (-shade enabled & angle set to 120 atm) but I noticed some of the ‘normal’ brushwork, for example slightly wonkey walls, hadn’t had any phong, which it obviously had when -shadeangle was a compiler option, the result was you could see brush joints becasue phong hasn’t been applied to these ‘normal’ brushes.
Is there a way to apply phong to these ‘minor’ brushes without re-writing the shaders for each of the defaulf Wolf textures used??
If not is it a feature that could be built into Q3Map2 where by you could apply a value XXX by -shadeangle compiler option and still use -shadeangle writen into specific shaders? (could one possibly use a different function reference but have it do the same funtion or would one over write the other??)
It can take a while, but you can override the BSP shade angle for all shaders/surrfaces with the -np N switch in the BSP phase.
Basically -np 30 is the same as making shaders for all your textures with these keys:
q3map_nonplanar
q3map_shadeAngle 30
The BSP process will take a bit longer as it has to average (smooth) and merge lots more vertexes and surfaces.
y