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Better MD3 lightning


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Posted

Ye should edit your post with proper img and spoiler tags so that people don't have to open images up to a separate site and can just view it while browsing.  Why? Mappers are lazy and are less likely to help you if they have to do extra work.  eg: "[/img]" or "

" etc

shot0647.jpg

Langerd likes this

JKG Developer

Posted

Only way is to detach faces you don't want to be smoothed together (smoothed together as in what it looks like now) as their own mesh object (within the same MD3). Your edges then will be sharp, though this will increase the vertex count.

Langerd likes this
Posted

Or use spawnflags 4 on the misc_model to get a lightmap.

Yeah i just try that out and the resault is diffrent. I will play with lightning to make it actually better

 

Many thanks for answers

Posted

Don't foget you can always use _lightmapscale to sharpen the lighting as well on particular models or func_groups. Most of my mapping is done in func_groups so I can control each area/thing's lightmap, so blurrier (_Lightmapscale 4) where theirs a lot of ambient and no real defined shadows, and (_Lightmapscale 0.125) for things I want to have a very defined shadow.
I actually really encourage folks to use the Func-Group technique in there maps, it can save you invaluable .bsp size and compile time and come out with a much better overall map image. Be warned though as some may know, the sharper the lightmapscale the more fps it seems to draw and can some times bug if you go below 0.250. You can also in turn tell different groups to cast or not to cast a shadow, such as a light source its self some times should not be casting a shadow. Use _cs 0-1 and _rs 0-1 to controll this. _cs means Cast shadows 1 is on and 0 is off, _rs is receive shadows 0 is off and 1 is on.

An example for a light source say a chandelier would be _cs 0 (meaning since it's the light it shouldn't be casting a shadow depending on how it is suppose to work realistically) and then _rs 1 meaning that things can cast shadows on the light source its self if they are able to.
These commands can also be placed of course on any model.

A side note about func groups, they can be set to structural or detail, so they can be used like normal the engine does not see them as an entity so make sure you detail and structural correctly as you normally would when using func_groups.

~AngelModder™

Posted

You've done a great bespin wall piece, it needs a bit of texture fixing and maybe smoother shapes.. but I'd love to add this model to my inventory :)

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