Guest KENNITHH Posted September 15, 2014 Share Posted September 15, 2014 @@Xycaleth , thanks for the tip. When i do lightmapsize, it creates an external lightmap which should be "assigned" with a shader, atleast thats what I read Link to comment
Xycaleth Posted September 15, 2014 Share Posted September 15, 2014 Unless you explicitly ask for external lightmaps, then the lightmap should still be part of the .bsp file. Link to comment
Guest KENNITHH Posted September 15, 2014 Share Posted September 15, 2014 External lightmap works now, I was just using it wrong. But I seem to have more issues now like some walls dissapearing Link to comment
Szico VII Posted September 15, 2014 Share Posted September 15, 2014 External lightmap shaders only ever worked on patches for me - used on brushes it causes weird funky effects. If there's particular areas you want to improve the shadows, you can improve in several ways depending on lighting and structure. 1) Use q3map_sunExt for your sun shader, this allows you to define the penumbra and level of blurring applied to shadow edges2) func_group and THEN use _lightmapscale on the func_group to improve quality without applying to the whole map3) samples 3 in light compile stage4) the -dirty switch on light stage will darken shadowed areas compared to lit areas. You could also try -gamma and a value Wouldnt bother with the surfaceradius and other sun fixes for q3map_sun, because q3map_sunext does all of these but better. Tempust85 and Archangel35757 like this Link to comment
Guest KENNITHH Posted September 16, 2014 Share Posted September 16, 2014 Not sure if you saw the settings I used in the spoiler on the previous page Master @@Szico VII.I do have most of those settings you mentioned, only lightmapscale on the complete map as I THINK i'll have more quality.And for the samples, I used 8 to exaggerate because it says 2 is good, 3 is great so 8 must be awesome But yesterday I also bumped on a thread where Obsidian said you don't really need lightmapfilterradius (which is the surfaceradius you mentioned?) if you have a value higher then 4 for the iterations on q3map_skylight. Maybe this is giving me too much blurred shadows. Link to comment
Tempust85 Posted September 16, 2014 Share Posted September 16, 2014 I've read that you use vertex lighting for details/models and leave the rest of the map for lightmap. Is that right? Link to comment
Guest KENNITHH Posted September 17, 2014 Share Posted September 17, 2014 Well @@DT85, I only know SoF2 only uses vertex light for models, never lightmap and I think they come out kinda nice I guess they use this shader for that models/xxx/xxx{q3map_material xxxq3map_nolightmapq3map_onlyvertexlighting { map models/xxx/xxx rgbGen lightingDiffuse }} Link to comment
Szico VII Posted September 17, 2014 Share Posted September 17, 2014 Not sure if you saw the settings I used in the spoiler on the previous page Master @@Szico VII.I do have most of those settings you mentioned, only lightmapscale on the complete map as I THINK i'll have more quality.And for the samples, I used 8 to exaggerate because it says 2 is good, 3 is great so 8 must be awesome But yesterday I also bumped on a thread where Obsidian said you don't really need lightmapfilterradius (which is the surfaceradius you mentioned?) if you have a value higher then 4 for the iterations on q3map_skylight. Maybe this is giving me too much blurred shadows.-samples 8 is a bad idea, it will make you quickly run into lightmap bug of death, especially with a global _lightmapscale Importantly, neither of these will improve the contrast of your shadows. Only changing the lighting itself or using -dirty or -gamma x will achieve that. Link to comment
Keyten Posted September 17, 2014 Share Posted September 17, 2014 Does qeffects work with openjk? Yes, it works Link to comment
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