phong shader on cylinder

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dave-0
Posts: 18
Joined: Thu Dec 31, 2009 9:39 pm

phong shader on cylinder

Post by dave-0 »

I followed Sock's tutorial on creating a phong shader, left it mapping a grey texture for now.

When I apply it to a brush, in this case a curved 1/4 cylinder the coords flip
at the half way point or something, and a hard edge is generated, and an artifact in the shadow map.

What I am doing wrong ?

Code: Select all

//-----------------------------------------------------
// phong shader for curved brushes in the map

textures/daveo/grey_phong

{
	q3map_nonplanar
	q3map_shadeangle 360 //--- I tried other shade angles also ...
	qer_editorimage textures/daveo/grey_phong_REI.tga
	
	{
		map $lightmap
		rgbGen identity
	}
	{
		map textures/daveo/grey_phong.tga
 		blendFunc filter
	}
}
phong.jpg
skinNCNmaster
Posts: 344
Joined: Wed Jan 29, 2003 8:00 am

Re: phong shader on cylinder

Post by skinNCNmaster »

how is it applied in gtk in the patch surface properties dialog box?

fit natural set or cap?
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: phong shader on cylinder

Post by Hipshot »

Group the patch and set the _lightmapscale to .25, .025 or something and see...

And, 360, won't that give strange results?
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: phong shader on cylinder

Post by obsidian »

Are you applying phong shading to a curve patch? FYI, curves are automatically "phonged".

Yes, shadeangle usually ranges between 0 and 180 (or 179 to prevent straight surfaces from being "phonged").
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
dave-0
Posts: 18
Joined: Thu Dec 31, 2009 9:39 pm

Re: phong shader on cylinder

Post by dave-0 »

No, its just a brush, 1/4 of a cylinder. I was messing around with the shade angle :) I think I started with 90. I will see how its mapped with the surface inspector.
dave-0
Posts: 18
Joined: Thu Dec 31, 2009 9:39 pm

Re: phong shader on cylinder

Post by dave-0 »

thanks for the help, I just adjusted the mapping to axial and it looks fine now, at least in the test map I compiled :)
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