Bounce in .36 produce strange light


(deepclone) #1

In my map i have lots of rooms with white/light yellow textures (wall, floor and celing). The light compile preduces VERY yellow lightmap in the rooms. In .35 this was not a problem but in .36 it is. If for example the floor is some darker texture i have no problem with this. Is there any stuff i can put into the shaders so everything wont turn yellow?

.36 compile

-light -fast -info -patchshadows -scale 3 -fastbounce -bounce 10 -v

.35 and .36 compile

-light -fast -patchshadows -area 3 -point 3 -fastbounce -bounce 20 -bouncescale 3 -v

/edit/ moved '.35 and ’ to the later one, thats to way i’v done it

deep


(Hewster) #2

Well since it worked ok in .35, I guess it may be an issue,
however, personally it looks like your lights are too dim in you map,
since you are pumping them up by 3 and bouncing 20 ! this
seems a bit over the top.

But, what do I know :), like i said if it worked in .35 then perhaps
you are highlighting a problem…

Some screenies would probably be appreciated.

Hewster


(deepclone) #3

I noticed that the scale thing makes the lightmap bright but to compensate light entitys usually have a value of 1 - 8 depending on the size of the rooms. The bounce doesn’t seem bright up the map much if u compare 3 and 20 bounces. I don’t use any _minlight or _ambient so bouncing is good. I’ll take some screens when i get home.


(LodeRunner) #4

I can’t say for sure, but I think the -bouncescale 3 is suspect. That’s the only difference between the two compiles that I can see.


(deepclone) #5

2.3.36 (2003-01-15)

  • Plane hashing re-enabled (I suck)
  • Plane hashing optimized (faster parsing of larger maps)
  • Plane finding accuracy code enabled
  • New ASE clipping code
    • With above should be 10-50% faster
    • Should generate 33% fewer planes
    • Generates mostly-axial 5-sided polyhedra instead of pyramids,
      for tighter 2-sided clipping
  • New -light args:
    • -scale N – scales all lightsources (area, radiosity, point, sky)
    • -sky[scale] N – scales sky lights (q3map_skylight, q3map_sunlight)
  • Changed fur code to scale fur offset based on original vertex alpha

-scale is new in .36. I just changed ‘-area 3 -point 3 -bouncescale 3’ to ‘-scale 3’. Same looking ligthmap with both lines compiled with .36.


(LodeRunner) #6

So don’t use -scale X? That’s the obvious thing, and I suspect you already tried it. I had a problem with a map being overly bright (q3map2 ver 2.3.25, ages ago), so I cut the scaling and used higher light values in my shaders. It’s really sounding like because you’re scaling up your bounce passes so much that it’s throwing you’re lighting out of wack.


(ydnar) #7

Every light scaling argument is accepted and scales the internal value. So the following:

-scale 4 -scale 0.25

is the same as having no -scale at all. As well as:

-scale 2 -scale 3

is the same as -scale 6.

This applies to -point[scale] -area[scale] -skyscale and -bouncescale as well.

y


(deepclone) #8

Here are the shots. No shaders in use, all are textures. Same kind of lights in both rooms, 3 point lights with same color. The only difference is the floor and celing textures. How can i make the first place/shot not so yellow and why does this happen?


/deep