first q: the "issue" here is not DorProduct2 but rather q3map_tcGen. This generated new mapping coords based on what you feed it. commonly ppl use
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q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 )
or similar with this type of shaders to avoid manualy haveing to aligin theit tri/quad soup (radiant sucs at that). Twhi this does is what you described - it projects the texture top-down every X units over the geometry.
If you use a model or will aligen the textures manauly you sould take that line out from yer shader. ex:
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textures/terrain_dotproduct2/leafs01-rock02
{
qer_editorimage textures/terrain_dotproduct2/leafs01-rock02
q3map_lightmapSampleOffset 8
q3map_globalTexture
q3map_nonplanar
q3map_shadeangle 95
surfaceparm dust
// Dont use texture projection.
// q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 )
q3map_alphaMod dotproduct2 ( 0 0 0.95 )
{
map textures/terrain_data/rock02.tga // Primary
}
{
map textures/terrain_data/leafs01.tga // Secondary
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
Second q: Likely your ground's lightmap dont have enougth lightmap area to represents the fine shadow from a canopy in a good way. Try using a unice shader under those trees with
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q3map_lightmapSampleSize 2
in its general section. Dont use this where you dont need very fine shadows or you will end up with a hugely bloated bsp that takes forever to compile.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it?
<Samua>Lies, that only applies to other people.