hello, i’m compiling my quake 3 map with -approx to reduce the amount of lightmaps. the problem is that the areas that are vertex lit all show up as fullbright. my compile settings are as follows: -light -faster -cheap -patchshadows -approx 16, and i use a low ambient value in the worldspawn. compiling without -faster and -cheap didn’t make any difference. how can i fix this problem?
approx vertex lighting fullbright?
Hmmm, looks like this has changed or been broken in 2.5.15. I have been having trouble with my terrain maps not creating lightmaps since this version came out, but the maps compiled fine with 2.5.13 and 2.5.14. I removed -approx 8 this morning after reading this thread and lightmaps were created with 2.5.15…
RC
I’ll look into it. This is for ET with native support for external lightmaps right?
TBH, you shouldn’t really use -approx anymore. It’s not terribly necessary as the savings are really minimal.
y
it went from 12 to 8 lightmap, that’s quite a difference. i can’t see how good/bad it looks because of the brightness, that’s what’s holding me back. I was told it was possible to use this in q3 too, I guess not then.
would it be possible to code in something for the next release to scale the lightmaps of all ceilings? ceilings make up a great part of my maps, but the lighting never is very detailed and players don’t look at them anyway. a switch to scale up downward facing faces might be very useful there.
simply group the ceiling brushes in a func_group and give that a higher _lightmapscale value
Minor problem with that, Mindlink…
What about the case where the ‘ceiling’ brushes are also wall or ground brushes elsewhere in the level? 