guys, the q3map_tcgen ivector values of ( 512 0 0 ) ( 0 512 0 ) should only be noticeable if were scaling images that arent saved at 512x512 pixels, ie if they are originally larger or smaller dimensions…although I`m not aware of any problems with leaving q3map_tcgen ivector in, if it is the same size as the image.
if you have a image that is scaling in game too much then try different values for the q3map_tcgen ivector, eg ( 256 0 0 ) ( 0 256 0 ) or ( 1024 0 0) (0 1024 0 )
the problem is with multistage shaders using different sized images to start with, as q3map_tcgen ivector will scale all images in that shader, unless we use tcgen vector (not q3map_tcgen ivector) on the 2nd stage or 3rd stages etc to overide it, but the q3map one is quicker as it`s scaled at compile time and not in game, so only use other one if you really need to as it will affect fps.
ideally wed rescale any additional images past the first shader stage in a paint program, but that would make our pk3s bigger, so I tend to scale them at compile or run time, unless I`m using custom tex not included in the original game.
eg of one of my dotproduct shaders showing the two different scaling parms.
textures/_ratty_terrain/dirt_rock_blend // rock wall, dirt transition
{
qer_editorimage textures/_ratty_terrain/grey_terrain.tga
q3map_lightmapsampleoffset 16
q3map_lightmapmergable
q3map_shadeangle 178
q3map_tcmod rotate 33
q3map_nonplanar
q3map_forcemeta
q3map_alphamod dotproduct2 ( 0 0 0.84 )
q3map_tcgen ivector ( 512 0 0 ) ( 0 512 0 )
surfaceparm grasssteps
{
map textures/_ratty_terrain/ratty_dirt_m03.tga // dirt transition
tcgen vector ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) // 256x256 size
//rgbgen const ( 0.6 0 0 ) // uncomment to debug
}
{
map textures/_ratty_terrain/ratty_cliff_m05dcon.tga // rock wall
alphagen oneminusvertex
alphafunc ge128
}
{
map $lightmap
tcgen lightmap
blendfunc filter
}
}
the rock tex is 512x512 but the dirt tex is only 256x256, the hard part is working out the values for tcgen vector, which I use windows calculator for, the equation being 1/n where n is the image size we want, eg 1/256 = 0.00390625.
also if your getting misalignments between blend shaders and normal ones, then check the q3map_tcmod rotate values are the same, if your using those, otherwise some shaders with be rotated differently to others, which we may not want.