ok so i managed to get a proper high resolution lightmap today, with few problems attahched, first of all unless i use -samplesize 1 in BSP stage the lightmap isn't the same resolution as it's defined in the shader.
second, the belndfunc isn't blending the lightmap at all, and third i have this huge offset, the lightmap isn't matching the objects.
external lightmaps
Re: external lightmaps
Haven't used them so I have no clue. You'd be best posting in q3w tbh..
I either "up" the lightmapscale in worldspawn or in a func_group. saves adding shaders and textures which can be done automatically.
To my knowledge there's no benefit to writing a shader to do it this way. Unless time consummation is a benefit?
I either "up" the lightmapscale in worldspawn or in a func_group. saves adding shaders and textures which can be done automatically.
To my knowledge there's no benefit to writing a shader to do it this way. Unless time consummation is a benefit?

Re: external lightmaps
you need that shader so q3mqp2 can generate it's own shader without which an external lightmap isn't applied.
There's as huge benefit, lower _lightmapscale doesn't comes anywhere near the sharpness of an external lightmap and it always makes shadows uber dark. With external lightmaps you have absolute control over shadow darkness.
There's as huge benefit, lower _lightmapscale doesn't comes anywhere near the sharpness of an external lightmap and it always makes shadows uber dark. With external lightmaps you have absolute control over shadow darkness.