ValkoVer, on 08 August 2010 - 04:44 PM, said:
Most of these objects are models (md3 or brushwork converted to .ase). So what i can do to make them brighter?Shader?
How are they lit/what compiler are you using? If they are vertex lit, adding q3map_vertexscale 2 to the shader will help.
ValkoVer, on 08 August 2010 - 04:44 PM, said:
Hmm i removed _lightmapscale 0.4 and now its default. I should use really low res (and ugly) shadows?
Is it only 0.4? Hrmm maybe theres another reason the terrain isn't batching..
ValkoVer, on 08 August 2010 - 04:44 PM, said:
I don't know how to fix it :F Maybe i should add something to terrain shader? Or func_group key, compile switch, sky shader, an dirty trick?
The only thing I don't like in your terrain shader is the shade angle of 179, try a lower value of 45 or 60 or 90, I don't think you need any larger than 90. The q3map_sunlight in the sky shader should be q3map_skylight, theres no q3map_sunlight.
ValkoVer, on 08 August 2010 - 04:44 PM, said:
It was lightmapped in 1st beta (now i know i shouldn't), but now it isn't.
Its vertex lit now? Its another thing that isn't batching almost at all; if it isn't lightmapped then something fishy really is going on with your compile.
ValkoVer, on 08 August 2010 - 04:44 PM, said:
I don't know where i can make another door (without making map 2x bigger) :P
You're not stupid, think of something!