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
}
}