Decals and -bounce
Posted: Sun Jan 03, 2010 11:19 am
I found out q3map2 has a bug at -bounce when using decals. The thing is, transparent surfaces are bouncing light as normal surfaces, so a decal placed on a floor/wall is bouncing light, but the wall is also bouncing it. This makes walls with the decals emit huge amounts of light, almost like a light shader.
I discovered it in this small map section which had walls with decals very close and looking to each other. There's no light entity in there, all the light you see is from bouncing the sky light in the decals.
[lvlshot]http://www.foopics.com/showfull/5234f263dca52fc8f972808250e49992[/lvlshot]
[lvlshot]http://www.foopics.com/showfull/3d63c4c54becb1d5f3c251b432c1b40b[/lvlshot]
I fixed it my copy of q3map2 (by skipping all surfaceparm trans surfaces when bouncing), and also sent the fix to netradiant, but, I think you can avoid it in current q3map2 builds by setting a very low bounce value in the decal shader.
I discovered it in this small map section which had walls with decals very close and looking to each other. There's no light entity in there, all the light you see is from bouncing the sky light in the decals.
[lvlshot]http://www.foopics.com/showfull/5234f263dca52fc8f972808250e49992[/lvlshot]
[lvlshot]http://www.foopics.com/showfull/3d63c4c54becb1d5f3c251b432c1b40b[/lvlshot]
I fixed it my copy of q3map2 (by skipping all surfaceparm trans surfaces when bouncing), and also sent the fix to netradiant, but, I think you can avoid it in current q3map2 builds by setting a very low bounce value in the decal shader.