Strange shadows

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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GiluS
Posts: 3
Joined: Sat Nov 14, 2009 2:11 pm

Strange shadows

Post by GiluS »

Hello, I have a problem with my first map for Wolfenstein Enemy Territory. All models for map was created in 3ds max 2009 64x. To move them to GTKRadiant I've exported them to *.ase according to the instructions that I found somewhere on this forum ... Unfortunately, something strange happens with the shadows. In game, they look like this:
http://img121.imageshack.us/img121/9137 ... 27bud2.jpg
This is just one of the models compiled in the test environment. I do not know why it happens. I've tried various combinations of shaders, but nothing has changed. Maybe it's something wrong with this model, but it's just a few boxes. If someone has met with such a problem, please help. Sorry for my bad English.
$NulL
Posts: 100
Joined: Wed Mar 27, 2002 8:00 am

Re: Strange shadows

Post by $NulL »

Did you add spawnflags 4 to the model to make q3map2 lightmap the model. Otherwise the model will be vertex lit, which it looks like is happening.
GiluS
Posts: 3
Joined: Sat Nov 14, 2009 2:11 pm

Re: Strange shadows

Post by GiluS »

Yes I did... but it helped only a little bit. Shadows on the windows are still strange, and on one of the walls there is a black spot.
http://img69.imageshack.us/img69/5373/2 ... 32bud2.jpg
Grenader
Posts: 202
Joined: Sun Oct 08, 2006 11:38 am

Re: Strange shadows

Post by Grenader »

I believe you must export the .ase without normals.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Strange shadows

Post by obsidian »

You can export with normals, your normals and smoothing groups just have to be assigned correctly. Also, I think there is some sort of limitation to the .ase format or how Q3Map2 reads .ase models, where models with greater than 1024 polys may not display their smoothing/normals correctly. I haven't quite gotten to the bottom of this problem, so I don't know if this is the case for sure, or if it's something else. Try breaking the model into chunks of less than 1024 polys and see if that helps.

Nice model, BTW, but I think the texture/shader for the balcony railings needs some work, they're getting mipmapped out of existence. If they are alpha tested shaders, try setting 60% opacity in the alpha channel.
[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]
GiluS
Posts: 3
Joined: Sat Nov 14, 2009 2:11 pm

Re: Strange shadows

Post by GiluS »

I've succeeded to finally remove these strange shadows from my house (thank you for all answers) Unfortunately after adding substrate, I encountered another problem... There are some unidentified shadows, sometimes casted by nothing:
http://img18.imageshack.us/img18/9627/2 ... szkola.jpg
And sometimes in result of incorrect shading:
http://img21.imageshack.us/img21/5210/2 ... szkola.jpg
How can I fix this?
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