how to compile so vertexlight works correctly?


(cYmoZz) #1

Hi,
what commands do I have to use for compiling my Quake3 map if I want all shadows in my map to dissappear with r_vertexlight 1? I’m using gtkradiant 1.5.0
I made a picture for clearification:

As you can see, on q3dm6 all shadows dissappear when I set r_vertexlight 0, on my map, the shadows stay. I tried various profiles for compiling (provided by gtkradiant), but it didn’t help.

Which commands do I have to use so the vertexlight works correctly?


(shagileo) #2

Hmm well I’m not sure how, but if you want to test your map without shadows and such more, then use the -meta compiling.


(boddo) #3

r_vertexlight, doesn’t control shadows. it lights surfaces up by the light value stored in each vertex (instead of using the lightmap)

if you want full brightness(noshadows) you could do r_fullbright 1 in-game

if you want your maps to compile at full brightness you could just skip the light phase of the compile


(merlin1991) #4

if you want to have vertex light as fullbright like in your sreenshots you can use -novertex on the light stage