You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I noticed that when there's a surface adjacent to a skybox, dirtmap is still applied to it, which likely isn't how it should be. I found a fix for this from 2008 for the classic NetRadiant here: divVerent/NetRadiant@aed6728
This appears to fix it for me on my fork. Thought it might be a good idea to port that fix over unless there's a good reason not to.
A bit unrelated, I was wondering if you could help me try identify a particular form of shading that I just can't seem to replicate with dirtmaps. If you don't have time for that, that's okay.
On the left side you can see the kind of shading I get from a dirtmap. On the right side is how the original map compiled in 2002 looked. Any idea what kind of switch or parameter in worldspawn or whatever I might need? I also tried playing around with floodlight but none of the settings I tried were remotely useful, especially since they always seem to add light of their own, but also none created such shading for me. I've attached the mapfile for testing. I don't need a perfect match but something resembling that kind of shading would be cool.
This is known problem to fix, thanks for pointing.
Referenced code was changed to proper after that 😊 divVerent/NetRadiant@aa00101
Possibly it's not problem of dirtmapping itself? Requires investigation.
Wrt the shading question: shadow on slope looks like just shadow leak for me, i.e. bug, not feature.
I noticed that when there's a surface adjacent to a skybox, dirtmap is still applied to it, which likely isn't how it should be. I found a fix for this from 2008 for the classic NetRadiant here: divVerent/NetRadiant@aed6728
This appears to fix it for me on my fork. Thought it might be a good idea to port that fix over unless there's a good reason not to.
A bit unrelated, I was wondering if you could help me try identify a particular form of shading that I just can't seem to replicate with dirtmaps. If you don't have time for that, that's okay.
On the left side you can see the kind of shading I get from a dirtmap. On the right side is how the original map compiled in 2002 looked. Any idea what kind of switch or parameter in worldspawn or whatever I might need? I also tried playing around with floodlight but none of the settings I tried were remotely useful, especially since they always seem to add light of their own, but also none created such shading for me. I've attached the mapfile for testing. I don't need a perfect match but something resembling that kind of shading would be cool.
The compile settings I used were:
Map file (same one for both the topics I mentioned):
mapfile.zip
The text was updated successfully, but these errors were encountered: