Author Topic: Models with no lightmaps  (Read 2711 times)

Draeke

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Models with no lightmaps
« on: January 23, 2009, 06:55:35 am »
I've attempted to use BlackRayne's br_flowers md3 models in a custom Tremulous map. However, I cannot resolve why the models appear without lightmaps in-game. The models have been placed in the correct directory according to the shader (plus the textures are rendered properly). The shader file has been placed in /base/scripts/ and added to shaderlist.txt.

This is what it looks like in-game (r_gamma 1.5):
http://img510.imageshack.us/img510/214/shot0640xe0.jpg

Here is one of the shaders for the models:
Code: [Select]
models/mapobjects/br_flowers/dafa1
{
qer_editorimage models/mapobjects/br_flowers/dafa1.tga
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm trans
cull disable
nopicmip
{
map models/mapobjects/br_flowers/dafa1.tga
rgbGen identity
depthWrite
alphaFunc GE128
}
{
map $lightmap
blendfunc filter
rgbGen identity
tcGen lightmap
depthFunc equal
}
}

nubcake

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Re: Models with no lightmaps
« Reply #1 on: January 23, 2009, 02:32:49 pm »
I could be completely wrong, but ive attempted to use blackrains models in the past and none of them have worked, whether missing textures, no lightmaps or simply unavailable. The shader looks ok to me (may need someone else to double check)

seeeker

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Re: Models with no lightmaps
« Reply #2 on: January 23, 2009, 10:35:46 pm »
add spawnflags to the model ent, set it to either: 2 (lightmap) 4(solid) or 6 (lightmap and solid) i think.

Odin

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Re: Models with no lightmaps
« Reply #3 on: January 24, 2009, 01:22:02 am »
If you decide to use spawnflags 4 or 6, consider instead using spawnflags 2 and just manually clipping your model. q3map2 will "auto-clip" the model and it can take a very long time to generate the geometry.

Draeke

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Re: Models with no lightmaps
« Reply #4 on: January 24, 2009, 08:17:07 am »
The given spawnflag values seem to contradict these. Regardless, spawnflags 4 did the trick for me. Thanks for the help.