I have had some success with version 2.3.32. In my map ut_twinlakesv2 I had the player models going completely black in shadow areas, under trees, outdoors. The map looked that way, during construction, before I added ambient light or _minlight. After the ambient and _minlight was done, to make the shadows less contrasty, the player models remained black, as though they were not affected by the increased light. That problem is now gone…but I added q3map_skylight to add more light to the shadows and decreased ambient. Ugh, I know, I screwed up the test by adding extra variables, but I have more. I am also relighting ut_rommel with version 2.3.32 and did some extensive tests, with and without ambient, _minlight, _mingridlight, entity sun, q3map_skylight, and q3map_sun. My results, so far, indicate that the static and dynamic models are generally lit correctly. In some areas though, this is not the case. In certain shadow areas, the dynamic models remain a little too bright, but my guess is that it is the expected inaccuracies that are probably dependant on the lightgrid scale. I have one more map to test, and that is ut_uptown, the one shown earlier in the thread. It is not my map, but I should be able to get it for the test. I will watch the thread, so if you don’t think it would be valuable, just let me know
. You have definitely made some major improvements in 2.3.32, since your new code has made it possible to fix twinlakesv2 and everything looks very good, in terms of static and dynamic models in rommel. I thank you for your fantastic support of q3map2
. No one that is using q3map2 could expect better!
Cheers, RC