Global_Keyword: q3map_bounce


(wudan) #1

-game jk2, in case you want to know.

In my shader’s globals I have q3map_bounce

But it doesn’t seem to bounce anything. Do I change this to

q3map_bounce 1

or 2 and so on to enable more bounce passes, or do I need to add something like -bounce to my compile line to enable the bounce’ing?

On a second note, I’ve noticed Quake3 seems to handle lightmaps rather well, especially with Q3Map2 - but JK2 is a dirty dirty beast, my finest lightmaps get green and purple splotches. I exported the lightmaps, and they are 100% gray or whatever I told them to be - but in game, still render’ed green and purple, especially on white surfaces. Case in point:

I was able to get them out for the most part but still not to Quake3/RTCW’s clarity. I was able to get them out for the most part using phong-shading, but what else could I try?


(Old_Fellow) #2

q3map_bounce
(N.N) (1.0 = default) (in the range of 0-1)

Use a number between 0 and 1.0, (or higher), to scale the amount of light reflected in radiosity passes. You can oversaturate it by using a number higher than 1.0, but this can lead to excessive compile times. Using 90 would probably make things positively glacial. 1.0 is just a default, fudged number that looked ok with the maps that were tested. Tweaking it to 1.5 or 2.0 won’t hurt anything, per se, but it does give you finer control over how each shader re-emits light.

Q3map2 manual


(wudan) #3

I finally got to that. So, basically to completely control bounce, I had to make a shader for each texture and specify how much bounce I wanted. It turned out rather well:


(Emon) #4

Uh, why didn’t you just use bouncescale in your compile command?


(r3tina) #5

Are you using texture compression (S3TC)? I’ve noticed that can cause those colored splotches on lightmaps sometimes.


(Emon) #6

The colors are probably caused by the radiosity. It’s probably reflecting and amplifying colors from other surfaces in the area, probably taking hints of color out of that ceiling.


(wudan) #7

My lightmaps are clean as a whistle - must be the texture compression - seems to have cleared up for the most part when I switched from 32 colors to 16 bit.

Isn’t bouncescale only .33 version? I’m using .32 because .33 was reporting an odd “shader not found” during -light. I’ll try to post it, if no one knows what I’m talking about.


(Emon) #8

In .33, was that an error, or a warning? If it was a warning, when you ran your map, did it still look and function normally?


(wudan) #9

Enabling antistropic filtering on my hardware and turning texture filtering off helped out, and I manipulated the bounce values so the floor bounces less and the wall bounces more, and

!Viola!:


(ydnar) #10

Wow, that looks really good. Nice clean lighting. :slight_smile: