Non-faceted light shading, q1 bsp?

Discuss the construction of maps and the tools to create maps for 3D games.
Post Reply
SusanMDK
Posts: 601
Joined: Fri Aug 05, 2005 2:35 pm
Location: In The Sun

Non-faceted light shading, q1 bsp?

Post by SusanMDK »

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!
Urre
Posts: 1109
Joined: Fri Nov 05, 2004 2:36 am
Location: Moon
Contact:

Post by Urre »

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
SusanMDK
Posts: 601
Joined: Fri Aug 05, 2005 2:35 pm
Location: In The Sun

Post by SusanMDK »

I've tried looking, but I couldn't find. I guess there aren't any then...
zbang!
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Post by leileilol »

q3map2 supposedly does
i should not be here
SusanMDK
Posts: 601
Joined: Fri Aug 05, 2005 2:35 pm
Location: In The Sun

Post by SusanMDK »

But then it becomes Quake 3 bsp and lightstyles become unsupported?
zbang!
Spike
Posts: 2914
Joined: Fri Nov 05, 2004 3:12 am
Location: UK
Contact:

Post by Spike »

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
Post Reply