approx vertex lighting fullbright?


(djjr) #1

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?


(MindLink) #2

-approx works only for ET afaik, so don’t use it on Q3A.


(RabidCow) #3

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


(ydnar) #4

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


(djjr) #5

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.


(MindLink) #6

simply group the ceiling brushes in a func_group and give that a higher _lightmapscale value


(WolfWings) #7

Minor problem with that, Mindlink…

What about the case where the ‘ceiling’ brushes are also wall or ground brushes elsewhere in the level? :slight_smile:


(MindLink) #8

use the clipper tool and split those brushes in half. func_group afterwards.