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Q3map2 Specific
Q3map2 allows for phong shading, using either the global -shadeangle X switch in light stage, or by using a shader parm.
This MUST have -shade in the light stage in order to work.
The -filter switch (guasian blur) might cause phong shading not work as expected.
This example DOESN'T need to be distributed with the map, since its just redefining parameters for q3map2's -light stage to calculate lightmaps for an already pre-existing texture.
Example Shader:
textures/base_floor/concrete
{
qer_editorimage textures/base_floor/concrete.tga
q3map_shadeangle 89 // This is for the phong breaking angle. must use -shade
{
map $lightmap
rgbGen identity
}
{
map textures/base_floor/concrete.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
Here's a shot with a custom shader

So have fun, and test on smaller maps to save some time.
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