'_gridsize' size [wolf SP]


(kat) #1

I’m trying to get rid of a (the) weapons flash bug that seems to be cursing RtCW-SP maps (and ‘yes’ I’ve tried all the usual things to fix it) by using the _gridsize key/value in worldspawn. I know it does work in solving the problem as increasing the value slightly in one map fixed it, but I’m still increasing the values in another and wondered if there was a cap’d out limit to how large the values could be and if there are any side effects to using larger values, currently test compiled 1024 1024 2048 sizing… anyone got any clues on this?


(ydnar) #2

There is no _gridsize.

It’s “gridsize” as both the game and the tools read the value.

It won’t solve the RTCW SP shader overflow bug, I’m afraid.

RTCW SP code needs to be patched to fix a bug. It’s been addressed in Q3, RTCW MP, and ET.

The only workaround really is to use -nocollapse on the -light phase, and try to minimize the number of lightmaps with _lightmapscale 2.0 or its ilk.

Sorry… :slight_smile:

y


(kat) #3

thnx ydnar (on two counts) I was unsure about whether it was ‘_gridsize’ or ‘gridsize’. Hmm I was looking at converting some of the repeated brushwork into models (models are still un-lightmapped right?)… might be worth doing now


(kat) #4

is there a certain light data limit (in bytes) that I need to be under or is it more along the lines of the number of lightmaps available for use is over the limit?? I’m just trying to figure out how to (splotch) fix the bug in relation to the map.

So far I’ve managed to lessen the error effect by flattening surfaces and removing a number of brushes (as well as other optimisations) so it now only effects bullet weapon flashes rather than explosions… I’m getting there… slowly


(ydnar) #5

Run the light compile with -v and look at the # of unique lightmap/shader combinations. It emits that after writing the lightmaps.

y


(kat) #6

using q3m2 2.5.4 with compile options of…
-meta (don’t always use this option)
-fullvis
-light -filter -nocollapse -shade -shadeangle 30 -samples 2 (-patchshadows temp not used)

it outputs “458 unique lightmap/shader combinations”

I’m guessing that’s alot…! :weird:


(kat) #7

hmmm that’s interesting.

After chatting with sock about the merrits of ASE :smiley: I’ve been converting as much of the non-axial stuff to ase models; basically big ass mapobjects that cover several rooms/areas of the map with one model, that seems to have worked so far in getting rid of the weapons flash bug. I’ve got some dodgy shadows to check out/fix as a result but as this was really a test compile I can go back and work on that

things are cooking :chef: