Forum

Non-faceted light shading, q1 bsp?

Discuss the construction of maps and the tools to create maps for 3D games.

Moderator: InsideQC Admins

Non-faceted light shading, q1 bsp?

Postby jim » Thu Feb 14, 2008 11:05 pm

I want some brushes have non-faceted shading. So is it possible to have a 8 sided cylinder look like a round object instead of hard cut 8 sided thing?

I've been using hmap2.exe to compile my maps... Are there any light compile tools that do what I want? Or is there some commandline option in hmap2 that's not documented in the help file?
zbang!
User avatar
jim
 
Posts: 599
Joined: Fri Aug 05, 2005 2:35 pm
Location: In The Sun

Postby Urre » Fri Feb 15, 2008 8:42 am

What you're after is called phong-shading. Look for a light compiler which supports that feature. hmap2 iirc does not.
I was once a Quake modder
User avatar
Urre
 
Posts: 1109
Joined: Fri Nov 05, 2004 2:36 am
Location: Moon

Postby jim » Fri Feb 15, 2008 8:33 pm

I've tried looking, but I couldn't find. I guess there aren't any then...
zbang!
User avatar
jim
 
Posts: 599
Joined: Fri Aug 05, 2005 2:35 pm
Location: In The Sun

Postby leileilol » Fri Feb 15, 2008 9:17 pm

q3map2 supposedly does
i should not be here
leileilol
 
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Postby jim » Sat Feb 16, 2008 12:53 am

But then it becomes Quake 3 bsp and lightstyles become unsupported?
zbang!
User avatar
jim
 
Posts: 599
Joined: Fri Aug 05, 2005 2:35 pm
Location: In The Sun

Postby Spike » Sat Feb 16, 2008 5:14 am

q3map2 can compile to rbsp too, which does support lightstyles.
As far as I know, dp doesn't support rbsp (fte loads them but ignores the extra lightstyle info).
To be honest, I don't have a clue about q3map2 itself. :P
Spike
 
Posts: 2892
Joined: Fri Nov 05, 2004 3:12 am
Location: UK


Return to Mapping

Who is online

Users browsing this forum: No registered users and 1 guest