Shadow blotches in lightmap
Posted: Wed Jul 04, 2007 2:59 am
				
				I've been having this problem with certain shaders that I want to be non solid, translucent, cull disabled, light from shader/entity sources are being chopped up and resulting in shadow blotches in the lightmap. 
I did an insane amount of testing and recompiling to try and solve this, but it either resulted in the texture blocking light or the blotches. I give the shader light parameter's it only faces one direction, I take away certain surface parms, it screws with its function in the map. I tried moving the entity light away or inside, or below, same results.
If someone could suggest an alternative method to fix such a problem that would be great.
PICS:



SHADERS:
			I did an insane amount of testing and recompiling to try and solve this, but it either resulted in the texture blocking light or the blotches. I give the shader light parameter's it only faces one direction, I take away certain surface parms, it screws with its function in the map. I tried moving the entity light away or inside, or below, same results.
If someone could suggest an alternative method to fix such a problem that would be great.
PICS:



SHADERS:
Code: Select all
textures/xb_textures/xb_beam_fx1
{
	qer_editorimage textures/xb_textures/xb_beam_fx1.tga
	surfaceparm noimpact
	surfaceparm nolightmap
	surfaceparm nonsolid
	surfaceparm lightfilter
	sort additive
	cull disable
	nomipmaps
	deformVertexes autosprite2
	{
		map textures/xb_textures/xb_beam_fx1.tga
		blendfunc add
		rgbGen identity
		tcMod scroll 0 -5
	}
}