How everybody know q3map2 cant blur dark areas nicely. It always looks blocky. But i made a dark starbase map and the shadows look horrible. Even with bounce and stuff like that. Is there any way to get blur and soft shadows (without bounce 64)?
blur dark areas
Select the floor (or the wall) that has the shadow. Make it a func_group. Then add key/value _lightmapscale/0.25 to that func_group.
That will create sharp shadows.
You can set key/value _lightmapscale/0.25 on everything, if you want to. But the compiling will take longer, and the file-sizes will grow.
You can use values lower than 0.25 (lower = sharper shadows). For example 0.125.
// Loffy
yes i know.
the lighting is rasterized. so it looks also blocky with small blocks. isnt there a way to make a smooth transition beetween the blocks or is it principle qualified? i know its not the unreal engine 3…
You can always use -filter in your light compile though ydnar doesn’t advocate its use anymore but that would remove most of the blockiness.
I prefer -filter to even -samples 3, imo the shadow edges are much smoother with -filter, although we loose some detail from the lightmap like around thin shadows from grates etc, but for most surfaces it looks better.
Are you using a sky shader to illuminate your map? If so, you might want to check to see if your sky shaders are up to date with Q3Map2. Read these:
Q3Map2 Shader Manual Appendix I
http://www.shaderlab.com/q3map2/shader_manual/apI.html
Shader Lighting Experiment
http://www.quake3world.com/ubb/Archives/Archive-000004/HTML/20040311-6-027331.html?
I’d agree with ratty… its like a guilty pleasure… I know I shouldn’t use -filter but I just cant stop myself 
yeah, were being heretics but hey... if it looks good, compiles fast and doesnt hurt fps or bsp size, then why not use it? 
i know all this lighting stuff but its a fact that you just lower the lightmap blocks with better filtering. when you have a normal texture on the wall it looks ok but if you have a texture which is more like one color you see these blocks and it looks horrible. what says ydnar?
look at the lightmap in raven maps. its the same. in dark areas its blocky without texture.
different switches.
bounce, samples, smooth, pong shading, …
its all the same. just the blocks get smaller.