View Full Version : a request about q3map2-generated .ase models
rgoer
3rd October 2003, 22:15
When you convert textured brushwork to a .ase model using q3map2 the textures stay--which is marvelous. A miracle, even. I'm having some trouble getting my .ase models to get lightmapped, though, and after researching the issue (it seems a common problem), I thought of something... would it be possible to write a new spawnflg for misc_model entities along the lines of "force model to get lightmapped" or something like that?
If not, can anybody tell me why model lightmapping would fail even when all the shaders that the .ase points to contain a "map $lightmap" stage?
The5thHorsemen
3rd October 2003, 23:17
.ase shader
textures/5th_ind_lights/5th_lampbase
{
q3map_forceMeta
q3map_nonPlanar
q3map_shadeAngle 75
surfaceparm tin
{
map textures/5th_ind_lights/5th_lampbase.tga
}
{
map $lightmap
blendfunc gl_dst_color gl_zero
rgbgen identity
}
}
rgoer
4th October 2003, 01:05
This is how I have my shaders set up so far:
textures/rc_ville/plnk_t05
{
nopicmip
q3map_shadeangle 120
qer_editorimage textures/rc_ville/plnk_t05.tga
q3map_lightmapsamplesize 1
q3map_normalimage textures/rc_ville/PLNK_B05.tga
{
map $lightmap
}
{
map textures/rc_ville/plnk_t05.tga
blendFunc GL_DST_COLOR GL_ZERO
}
}
From the start I see a few differences between mine and the one The5thHorsemen posted, and now I've got a few questions:1. Does the order of stages matter in this instance? That is, does putting "map path/to/bitmap" in an earlier stage than "map $lightmap" make all the difference in the world?
2. What does rgbgen identity do? Is that the key to model lightmapping?And thanks again, fellas.
chavo_one
4th October 2003, 01:17
I think that these are the path to happiness:
q3map_forceMeta
q3map_nonPlanar
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