External lightmap problem


(Paracyte) #1

I’ve been trying to get external lightmaps to work, but every time I try, the lightmap always tiles over the image (Click here to see a pic)
I’ve searched this board and couldn’t find any solution, so what is causing this and how can I fix it?

The game this was compiled for was Star Trek Elite Force.
I compiled this with q3map_2.5.5-test-8 using:
-light -fast -thresh .1 -super 2

My shader is:

textures/ent_corridor/wall_main_bumpmapped
{
	qer_editorimage textures/ent_corridor/wall_main.tga
	q3map_lightmapsamplesize 4
	q3map_lightmapsize 512
	q3map_normalimage ent2/wall_main_normal.tga
	nopicmip
	{
		map $lightmap
	}
	{
		map ent2/wall_main_flat.tga
		blendFunc GL_DST_COLOR GL_SRC_ALPHA
		rgbGen identity
		alphaGen lightingSpecular
	}

			
}

and the output shader is:

// Custom shader file for testmap8.bsp
// Generated by Q3Map2 (ydnar)
// Do not edit! This file is overwritten on recompiles.

testmap8/E87F9D3FCC0CDD0C0BEFB6FCBBEE3032
{
	qer_editorimage textures/ent_corridor/wall_main.tga
	q3map_lightmapsamplesize 4
	q3map_lightmapsize 512
	q3map_normalimage ent2/wall_main_normal.tga
	nopicmip
	{
		map maps/testmap8/lm_0000.tga
	}
	{
		map ent2/wall_main_flat.tga
		blendFunc GL_DST_COLOR GL_SRC_ALPHA
		rgbGen identity
		alphaGen lightingSpecular
	}
}

I also put the brushes in func_groups and added _lightmapscale .1 to make sure the bumpmaps turned out good.


(system) #2

What are the benefits with external lightmaps how do i use them?


(ydnar) #3

Don’t forget “tcGen lightmap” in the lightmap stage.

y


(Paracyte) #4

Ah, I knew I was missing something. Thanks for the help Ydnar :slight_smile:

Fiesling: I plan on using it to trigger some dynamic lighting in EF. Have it switch from 1 texture to another with the same texture but diffrent external lightmap. Could also be used if you want to edit your lightmaps in Photoshop or something like that, and I think (if I remember correctly) that you can’t get normal lightmaps any larger than 512x512, whereas external lightmaps have no limit. To use it, add q3map_lightmapsize 512 512 to you shader- you can change those numbers if you want your lightmaps in a diffrent resolution.
\