Codja X Posted March 22, 2004 Share Posted March 22, 2004 Hi all, I'm having a lot of problems with jagged edges on my lightmaps. The -super 2 and -sample 2 and -filter switches all help, but it's still not good enough. Now looking through the worldspawn keys i've noticed "gridsize". By default I think it's 64 64 64 (x y z). When left at this, a verbose q3map2 -light brings the gridsize up as (32 32 32). Fair enough I thought - that's q3map2's default. However, it doesn't matter what I set gridsize to - it always comes up different in -light e.g. When setting the gridsize to 8 8 8, -light brings it up as (40 24 24)!? The compile takes longer (funnily enough) but there is hardly an improvement in my shadow quality. Is this a bug in q3map2, as according to worldspawn the lightmap should have 8 times the resolution (64/8=8)? Any thoughts? Link to comment Share on other sites More sharing options...
Codja X Posted March 22, 2004 Author Share Posted March 22, 2004 I've just looked in this thread: http://66.90.64.18/showthread.php?s=&threadid=124437 please don't tell me the command starts with an underscore as in: _gridsize If it is, can someone please tell me why they haven't written the entities.def properly? (grrrr) Also, on a side note, can anyone tell me what has happened to the -notexscale (or something) switch or at least its altenatives? Link to comment Share on other sites More sharing options...
WadeV1589 Posted March 23, 2004 Share Posted March 23, 2004 Gridsize won't affect lightmap quality, the gridsize affects dynamic entity lighting (such as players moving around). A larger grid means there are less points with light data stored so your character won't be lighted properly according to his position. Try -light -fast -samples 3 -patchshadows Link to comment Share on other sites More sharing options...
Codja X Posted March 23, 2004 Author Share Posted March 23, 2004 Cheers WadeV1589 With the -samples switch, I assume the higher the number the more precise the lighting? Does anyone know anything about the -samplesize switch. On shaderlab it says it sets the lightmap pixel to NxN size, so I assume the smaller the better? Can anyone confirm this as I have not really noticed any difference in final image quality. I just need to get rid of the aliasing caused by my sun in my map. I'll try that -samples 3 tonight Edit: I've just found this: q3map_sunExt [red] [green] [blue] [intensity] [degrees] [elevation] [deviance] [samples] The deviance should create a nice penumbra. I'll add a q3map_surfaceLight with a low value to soften everything up and then use that -samples 3 to smooth everything out. Is there a way though to get pin sharp shadows without having to resort to this? Wayhey! I'm now a pit-droid! Link to comment Share on other sites More sharing options...
WadeV1589 Posted March 23, 2004 Share Posted March 23, 2004 Yes, higher samples values will perform more smoothing but will increasing compile times exponentially. If you want to use a high samples and try and cut down compile times, func_group brushes and set _lightmapscale keys on them, use 4 or 8 when you really don't need shadows, 0.25 or 0.125 when you want very clear and crisp shadows. Link to comment Share on other sites More sharing options...
GothiX Posted March 23, 2004 Share Posted March 23, 2004 Remember, you use _lightmapscale on the brushes that receive the shadows, not the ones casting them. Link to comment Share on other sites More sharing options...
Codja X Posted March 23, 2004 Author Share Posted March 23, 2004 I don't mind compile times - I usually leave a final compile to run overnight or when i'm in work. For the func_group, _lightmapscale tip, can you do that on brushes that form the hull of the map, as in, does it still leave the brushes structural? I didn't know you could add the _lightmapscale with func_groups. I was anticipating a LOT of shader editing:) I think that's exactly what I was after! Cheers again - a true fountain of knowledge:) Link to comment Share on other sites More sharing options...
GothiX Posted March 23, 2004 Share Posted March 23, 2004 Q3Map2 calculates func_groups just like any brush, wether they're detail or not is determined by what you make it. This isn't SOWTF2MAP, you know. Link to comment Share on other sites More sharing options...
Codja X Posted March 23, 2004 Author Share Posted March 23, 2004 Originally posted by GothiX This isn't SOWTF2MAP, you know. Heh heh, cheers:) I just wanted to make sure before I started - i've got a LOT of grouping to do tonight... Edit: Sorry i'm thick. Just looked over: http://shaderlab.com/q3map2/manual/drafts/ent_keys.htm#lightmapscale again and it says basically what you've both just told me. It's just my puny brain was incapable of understanding it. Thanks for helping! Link to comment Share on other sites More sharing options...
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