posted 05-06-2002 11:10 AM
This is the shader I'm using:code:
textures/anoxq3_rowdy/walker1
{
qer_editorimage textures/anoxq3tex_rowdy01/walker1.tga
surfaceparm metalsteps
surfaceparm alphashadow
nomipmaps
{
map textures/anoxq3tex_rowdy01/walker1.tga
alphaFunc GT0
depthWrite
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
And this is the alpha channel of the texture:Now when I normally compile the lightmaps (without radiosity) with ydnar q3map 2.00 -RC6 with "q3map.exe -light -fast -super 2 -patchshadows -v" I don't see any shadows from that shader at all.
So I have made a little test box map. The shader does indeed not cast shadows, but when I do radiosity passes, it seems to process the alpha channel on those passes. See this image:
That screenshot was done with r_lightmap 1. If you look closely you can see some stripes of shadows on the walls which seem to be coming from the grate.
The left grate is a regular detail brush completely covered in the above shader.
The right grate is a patch.
The exact commandline passed to q3map is "-light -fast -super 2 -patchshadows -bounce 8 -bouncegrid -v", however q3map quits after the 5th radiosity pass because of lack of diffuse lights to calculate.
I have set _lightmapscale .001 in the worldspawn, so even small artifacts should be visible.
I would appreciate any help.