ok… i’ve got a couple actually, but they all seem to tie directly together.
i have a test map where i’m building prefab modules for an underground map (hallways, intersections, etc etc) i went to do a test compile to make sure all the sections look ok, and it ends up looking reeeally weird.
all the sections are built very tidy… caulk hulls, detail nodraw interior with textured visible faces, zero overdraw anywhere.
if the content of a brush is set arbitrariliy by radiant/q3map2 what would be the best way of maintaining working content properties without creating a large batch of custom nodraw tex’s with the texture properties (like metalsteps, bullet penetrability etc)?
also, would that affect how q3 lights the world?
example:
1st shot:
q3 with no light ent’s, no light compile (full bright)
http://www.was-bored.com/public/alpha_map/shot0002.jpg
r_lightmap 1
http://www.was-bored.com/public/alpha_map/shot0003.jpg
q3 with 1 light ent
http://www.was-bored.com/public/alpha_map/shot0004.jpg
r_lightmap 1
http://www.was-bored.com/public/alpha_map/shot0005.jpg
the center strip is showing hom in one section, while the walls and ceiling are fullbright… even though they are outside the light radius…
center strip shader
textures/nsq3_underground/metal_floor1_underground
{
qer_editorimage textures/nsq3_metal/metal_floor1.jpg
surfaceparm metalsteps
{
map $lightmap
rgbGen identity
}
{
map textures/nsq3_metal/metal_floor1.jpg
}
}
side question: is it preferable to have the lightstage before or after the texture stage?
i’m getting differing opinions on that : /
shader is for Quake 3 Mod
thank you for your time.
- Robert
