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lightburn problem in jko but not in jka.


___ACROBAT___

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I might have two solutions to the overbright lightburn problem.

 

The first is that I put boddo's shader on every texture in jk2 to prevent that overbright lightburn that happens so easily in jk2 but not in jka.

 

Here's the shader

 

textures/duelroom/base_ceiling

{

qer_editorimage textures/duelroom/base_ceiling

{

map $lightmap

rgbGen identityLighting

}

{

map textures/duelroom/base_ceiling

blendFunc GL_DST_COLOR GL_ZERO

rgbGen identityLighting

}

}

 

 

However, I may have found another good solution to the problem just now. I was reading over the features of netradiant, a competitor to gtkradiant I guess, and I found the "Lightmap exposure" compile command since it has its own compiler.

 

Here's what it does

The q3map2 light compile parameter -exposure changes the handling of overbright pixels to look more realistic. Try values like -exposure 200! The higher the value, the darker the result gets.

 

It is most interesting if you intentionally put colored lights of a far too high light value in your map.

 

This feature was contributed by the Urban Terror team.

 

 

 

I haven't tested this program yet since I'm using that shader that I like but in the future someone may want to try this out.

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Well that's not my opinion. JKA doesn't use overbright (or if it has the capability it's turned off by default I forget), but it's on automatically in JKO.

 

You can manually turn off overbright but then the maps generally look to dark. You could map for it turned off, but most players wouldn't bother to manually turn it off if you explained what to do in the readme.

 

That's why I like to turn it off with a shader in jko so that everyone is seeing the same brightness and not seeing big white lightburns.

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