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.
Strange shadows
Re: Strange shadows
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.
Re: Strange shadows
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
http://img69.imageshack.us/img69/5373/2 ... 32bud2.jpg
Re: Strange shadows
I believe you must export the .ase without normals.
Re: Strange shadows
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.
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]
Re: Strange shadows
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?
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?