I noticed the other day that some terrain brushes in a map of mine (which use a specularity shader) were not lighted quite like they should be. It was almost like the specular map on certain brushes was brighter than it should be or was not...in line with the other brushes I guess. If that makes sense. So I compiled it again with -border and -normalmap in the light phase and this is what I got:
Now some of those are patches, like the one in the third shot I believe, because I couldn't use quadsoups or trisoups for that particular area (all sorts of vertex issues). But anyway, does anyone know how to fix this???
What's the problem? Could you show us the proper lighting and label the incorrect areas?
..Really Didz? I don't think the red is supposed to be there =p
He used -border in the command line for the red borders, it's a debug switch. He stated in the first post he used that so I'm guessing he knows why the red borders are there. Just take off -border and voila, but I'm guessing that's not his problem cause... putting that in the command line was intentional.
That was intentional, but only to more easily show the problem. I'll put up a few more pics of the problem areas without -border so you can see what I mean.
Here's what I was talking about:
Try fiddling with q3map_shadeangle in your terrain's shader, and make sure you have q3map_nonplanar set in it. Also try q3map_splotchfix, only after messing with the first ones though.
Patches get lighting calculated slightly different to regular brushes so I'd avoid mixing both types of terrain as there's a good chance they won't match up.