clampmap woe

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a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

clampmap woe

Post by a13n »

Hi, people.
Clampmap woe!
As my previous thread "-skyfix woe" indicates, there are a few gfx glitches appearing in new drivers.(I know this is lame.)
This time the problem occurred around clampmap.
If I check the "open gl compatible clampmap behaviour" or something like that in a driver setting dialog, some of the previously working clampmapped textures go insane as well as black seams of skybox.
These textures are mapped to non-square meshes, which seems to be the main reason to this corruption.
I'll post the screenshots later.

So my question is
"Clampmap should only to be used against square meshes?"
Or is there any workaround for this annoyance?
[color=#FF00BF]I pwn police! - Biff[/color]
[color=#666666]When I went to a zoo, I found myself in another zoo, too. - a13n[/color]
[color=#999999]Homeless is a living proof that[/color] [color=#FF00BF]Benjamin Franklin's quote "There're two things certain, tax and death" is wrong[/color] [color=#999999]and GOD had wanted[/color] [color=#FF00BF]him to be an evil liar, that is, SATAN[/color][color=#999999]. - a13n[/color]
[color=#666666]There are too many GODs in this werld for [/color][color=#FF00BF]the ONE&ONLY[/color][color=#666666] to be valid. - a13n[/color]
[color=#666666]Nothing ventured, the rest of everything just given. - a13n[/color]
[color=#FF00BF]I need a soldier! - Sarge[/color]
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

*Solved*

Error pic (DM17XP 2004 April)
Image

Correct pic (DM17XP_SP1 Alpha)
Image

Error script

Code: Select all

models/qes/telclock/rot
{
	cull none
	{
		clampmap models/qes/telclock/rot.tga
		tcMod rotate -666
		tcMod stretch triangle 0.8 0.2 0 4
		rgbGen identitylighting
	}
	{
		clampmap models/qes/telclock/rot2.tga
		tcMod rotate -111
		tcMod stretch triangle 0.9 0.1 0 2
		rgbGen identitylighting
		alphaFunc GE128
	}
}
Correct script

Code: Select all

models/qes/telclock/rot
{
	cull none
	nopicmip
	nomipmaps
	{
		map models/qes/telclock/rot_base.tga
		rgbGen identityLighting
	}
	{
		clampmap models/qes/telclock/rot1.tga
		tcMod rotate 924
		tcMod stretch triangle 0.8 0.2 0 4
		rgbGen identitylighting
		alphaFunc GE128
		blendFunc filter
	}
	{
		clampmap models/qes/telclock/rot2.tga
		tcMod rotate 77
		tcMod stretch triangle 0.9 0.1 0 2
		rgbGen identitylighting
		alphaFunc GE128
		blendFunc filter
	}
}
conclusion:
By splitting the first stage into two and not clampmapping at 1st stage, it werked.

BTW hipshots' skybox technique messed up the skybox with cel-shading, but could be repaired with its own _celshader key with appropriate value against skybox model. :icon31:
On the other hand _minlight and _color do not work against each model.
Strange...maybe a bug? :confused:
[color=#FF00BF]I pwn police! - Biff[/color]
[color=#666666]When I went to a zoo, I found myself in another zoo, too. - a13n[/color]
[color=#999999]Homeless is a living proof that[/color] [color=#FF00BF]Benjamin Franklin's quote "There're two things certain, tax and death" is wrong[/color] [color=#999999]and GOD had wanted[/color] [color=#FF00BF]him to be an evil liar, that is, SATAN[/color][color=#999999]. - a13n[/color]
[color=#666666]There are too many GODs in this werld for [/color][color=#FF00BF]the ONE&ONLY[/color][color=#666666] to be valid. - a13n[/color]
[color=#666666]Nothing ventured, the rest of everything just given. - a13n[/color]
[color=#FF00BF]I need a soldier! - Sarge[/color]
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