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[Urban Terror] bad lightmaps on .ase models

Posted: Sat Sep 10, 2011 9:33 pm
by Rav3n
Recently i started modeling and yesterday i made my first "usable" model.
I made a model of a barrel, exported it as .ase, made the normal and bump maps for it and after compiling i noticed that if i compile with -patchmeta switch the specular doesn't works.
So i compiled with only -meta and now _n and _b maps work but now the smoothing doesn't works properly and i get ugly looking lightmaps with clearly defined edges.
If i compile with both switches then -patchmeta is being ignored.
I added spawnflags 4 to the model and that soothed the problem a little but the lightmap still looks pretty bad.

-patchmeta
Image


-meta
Image


I have 2 smoothing groups on the model, one for the vertical walls and one for top and bottom "bands".

Anyone had a similar issue?
Is there a way to do separate compiles one with -meta and one with -patchmeta and then merge them? (yeah i know dumb question but i had to ask)

Re: bad lightmaps on .ase models

Posted: Sat Sep 10, 2011 9:46 pm
by tehSandwich
Compile with both -meta and -patchmeta? Just what version of Urban Terror is this?

Re: bad lightmaps on .ase models

Posted: Sat Sep 10, 2011 9:50 pm
by Rav3n
tehSandwich wrote:Compile with both -meta and -patchmeta? Just what version of Urban Terror is this?
Like i said, when i compile with both -patchmeta switch is ignored.
Screenshots are showing UrT 4.1 and 27's ioBumpy renderer, i tested it under UrT 4.2 and i get same results.

Re: bad lightmaps on .ase models

Posted: Sat Sep 10, 2011 10:01 pm
by tehSandwich
What is the compiler version and why exactly would you need -patchmeta?

Re: bad lightmaps on .ase models

Posted: Sat Sep 10, 2011 10:05 pm
by Rav3n
tehSandwich wrote:What is the compiler version and why exactly would you need -patchmeta?
FS_q3map_Radbump_4a is the compiler I'm using.
I need patchmeta to smooth out the shadows. Otherwise i have straight lines running along the edges.

Re: bad lightmaps on .ase models

Posted: Sat Sep 10, 2011 10:36 pm
by phantazm11
You could try using q3map_shadeAngle in your shader instead of compiling with patchmeta for the smoothing problem.

Re: bad lightmaps on .ase models

Posted: Sat Sep 10, 2011 10:42 pm
by Rav3n
phantazm11 wrote:You could try using q3map_shadeAngle in your shader instead of compiling with patchmeta for the smoothing problem.
Well if i understood correctly from several threads about models in games based on Q3 engine, smoothing groups are supposed to replace the q3map_shadeangle. Plus i was informed that q3map_shadeangle doesn't works with the new compiler. So it's one dead end after another.

Re: [Urban Terror] bad lightmaps on .ase models

Posted: Sun Sep 11, 2011 3:07 am
by deqer
you can also check out the #urbanmappers channel on IRC. if you're on windows, try mIRC and connect to irc.quakenet.org and /join #urbanmappers