external lightmaps

Having a problem with a shader or texture
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Rayne
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Joined: Wed Aug 17, 2011 5:22 pm

Re: external lightmaps

Post by Rayne »

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.

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Delirium
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Joined: Sat Aug 27, 2011 8:37 am
Location: Auckland, New Zealand

Re: external lightmaps

Post by Delirium »

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? :P
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Rayne
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Joined: Wed Aug 17, 2011 5:22 pm

Re: external lightmaps

Post by Rayne »

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.

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