Strange lighting problem - just showed up


(Rummie) #1

Pictures are worth a 1000 words so let me explain what I have done then see the pics… I am making a map for RTCW. I am using GTK Radiant 1.3.7-dev and the Q3map 2 that came with it. I compiled my map and I had great results using bsp_Q3Map2: (final) BSP -meta, -vis, -light -fast -filter -super 2 -bounce 8. I then added some more brushes and a few lights to another area of the map and my terrain just went haywire. This is not terrain made with EASYgen - these are simply triangular brushes that I made by hand to fill in certain areas. I also have some blotchyness in other areas - like walls. I used the same compile options for the second pic…

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(ydnar) #2

Add these lines to your sand shader, so Q3Map2 will mesh together the triangles into a more efficient representation:

q3map_nonplanar
q3map_shadeangle 110
q3map_tcGen ivector ( 128 0 0 ) ( 0 128 0 )

Adjust the “128” in the last line to taste. Larger values = larger projection, smaller values = more repeats of the texture across the sand. Note, this shader will only work on mostly upwards facing brushes. If you want to do walls with the same texture, make a new shader.

y


(wudan) #3

21 minute response time! It’s a new record!

What y is telling you is very good - phong shaded terrain that is mapped across x and y, it will look beautiful, especially with that cool light you’ve got coming from above. very very sexay.


(Rummie) #4

That worked perfectly. Thank you very much.