I’ve written my own editor to import spline-based shapes into radient.
It works fine, except that the results feature sparklies - even though before I export all my values I am clamping each brush face definition points to integers (I’ve tried clamping to x2 grid, x4 grid as well - the brushes are obviously more likely to be distorted, but still show the sparklies).
Some of these are super-sparklies though - the term I use to describe faces that have had new vertices added along a seam so you end up with a much larger gap.
All my sections of splines are grouped, and the shader applied to them (it’s just one for testing purposes) uses the following script:
// Track texture (used to find when merging pk3 data back into my own)
textures/mml_racey/track
{
q3map_nonplanar
q3map_shadeAngle 25
{
map $lightmap
rgbGen identity
}
{
map textures/mml_racey/track.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
Basically I want lightmapped phong shading.
I’m using the following compile line:
! E:/PROGRA~1/GTKRAD~1.11/q3map2 -v # -game wolf -meta $ && ! E:/PROGRA~1/GTKRAD~1.11/q3map2 -v # -game wolf -light -fast -filter -super 2 $
which is basically the normal final compile, but without bothering with the -vis stage (all my brushes are detail, with a single structural hollow cube surrounding everything). I can use the various other compile options too (including -vis), it’s purely for speed of compiling I’ve removed some of the options).
I’m using 2.3.32 (the one that shipped with radiant 1.2.11).
All brushes generated by my code are valid, and clamped to integer points, so I can’t understand why they are getting jiggled around during compile.
Any ideas gratefully accepted.













