Shadow Borkage


(Valhue2) #1

There is some shadow borkage going on here. The 2 strips of shadow shouldnt be there. My compile settings are as follows:

-meta -vis -light -fast -filter -super 2

There isnt anything special about the ground shader as well:


textures/v2dm1/v2_1r_floor
{
	surfaceparm metalsteps
	{
		map textures/v2dm1/v2_1r_floor.tga
		rgbGen identity
	}
	{
		map $lightmap 
		blendfunc gl_dst_color gl_one_minus_dst_alpha
		rgbGen identity
		tcGen lightmap 
	}
}

I even tried blendfunc filter, still comes out the same. I also tried turning those 5 brushes into a func_group and setting its own _lightmapscale size, all that did was make it more prodominant. I did a search for ‘Shadows’ but i couldnt find anything to solve my problem. Any thoughts?

V^2


(ydnar) #2

textures/v2dm1/v2_1r_floor
{
	surfaceparm metalsteps
	{
		map $lightmap 
		rgbGen identity
	}
	{
		map textures/v2dm1/v2_1r_floor.tga
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
}

The problem was with the blendFunc you were using. Don’t use DST_ALPHA unless you know what you’re doing. :slight_smile:

y


(Valhue2) #3

New compile, using new shader. Same effect. Maybe this picture will give you a better understanding of how the shadows shouldnt be:

V^2


(ydnar) #4

Can you post a shot with r_showtris 1 and r_lightmap 1?


(Valhue2) #5

V^2


(ydnar) #6

How thin are those brushes? If they’re very thin, I’d suggest making them wedge shaped or backing them up with a slab of caulk (detail or structural).

y


(Valhue2) #7

Oh boy… do i feel dumb :banghead: … went in editor to look at the dimensions of the brushes and ‘show caulk’ was on, guess what… Right there, both lines are running parallel to a caulk brush that wasnt buried in the ground. Now i havent compiled it yet, but more then likely thats the problem. We can all live peacefully now.

V^2