antialiasing in dark areas


(gynec) #1

is there a chance for antialiasing in dark areas with q3map2 switches?
they always look blocky.

thx


(ydnar) #2

Huh?

Post a screenshot of what you’re talking about. I think I know, but I’m not sure. If it is what I think it is, then there’s nothing I can do about it.

y


(gynec) #3

i mean a room with a spotlight in one part. but its not enough to illuminate another part…

i use ‘bounce 1, bouncescale 2, fast, filter, samples 3’
and lightmapscale 0.25 in worldspawn

the light has _deviance 32 and _samples 20


(ydnar) #4

Try increasing the texture quality in the SOF2 settings (r_ext_compresslightmaps 0) and in your video card drivers.

The blockiness you’re seeing has nothing to do with the compiler.

y


(phobos) #5

I’ve wondered about this too for a while. Here’s a lightmap shot of the shadows in a room with a 150 light and 2 pillars in vQ3.

I can see why there would be blocks there (low lightmap resolution), but what about the blotchy non greyscale colors? The light is plain white. It’s not a major problem, but I’ve always been curious about it, since I don’t notice it in the shadows of older Q3 maps compiled with the original Q3map.


(ydnar) #6

/devmap one of the stock Id maps and r_lightmap 1 with those same settings. You’ll see the same banding.

y


(gynec) #7

in sof2 isnt such a console command :frowning:
i increased the texture quality in the SOF2 settings and in my video card drivers but it looks blocky like before. when i play with r_gamma 2 its ok. but a value of 3 and i can see it. are you sure its a compression thingy in the dark parts of the lightmap?


(ratty redemption) #8

I don`t play sof2 any longer, but in my sof2 configs I have toggle r_lightmap, and iirc, it did work.

anyway, thats very high gamma settings your using, do you play the default maps that bright? ...could be if you adjust your monitor and turn down gamma in the games the banding wont be as noticable.


(gynec) #9

yo sure its not such a problem.
but there are still players who play with the highest gamma.

i have another problem. i work with gtk 1.2.13 and compile with q3map2 2.5.10
but models which have the key angles dont show the right direction.


(ratty redemption) #10

understood, and you sure your not using angles instead of angle? unless you want angles which according to the manual uses yaw, pitch, roll… the yaw being the same as the normal angle key.


(gynec) #11

in radiant its another direction as ingame.
so one have to experiment :disgust:


(ratty redemption) #12

is it the compiler or the game, do you think causing this bug?


(chavo_one) #13

You need to upgrade to GtkRadiant 1.3.X or 1.4.X.

The angles code is b0rked in the 1.2.X series.


(gynec) #14

ah cool thx :clap: