Good evening,
Well, I’m in the process to optimize the Light phase for 1944 Nordwind 2.1; I finally fixed the red leak (The lighting was going through the different func_group’s around the surface light, so through an “entity”). I saved more than 100 seconds on selecting different light map sizes depending on surfaces:
- Default: 256x256,
- Terrain and related (Roads for instance): 512x512 (Like on Fuel Dump).
- Surfaces with neat shadows (Shadows through the alpha channel of a fence, surface with a normal map): 1024x1024.
I have almost the same light-related Worldspawn variables values:
- gridsize: 128 128 128
- ambient 10 (Better than _minlight, which is non-recommended; FD and RL uses _minlight, Radar uses ambient)
- _color 0.75 0.78 1.00
- _minvertexlight 10 (For entities from what I read; same value as _minlight/ambient)
- _mingridlight 40 (For Dynamic Lights from what I read)
Shader-wise, I’ve adapted the terrain and related surfaces shaders to Fuel Dump shaders. They’re the same.
And, still… pixelated shadows. So, the only thing left I see is -light arguments/levers used by SD.
[U]/![/U] Note that on Fuel Dump remakes such as Fuel Dump Mod, the shadowing is a bit pixelated as well!
I currently use the default -light -faster line of GtkRadiant (Just lowered 512 to 256 for lightmaps).
Does someone know if it('s the compilation levers which make the difference, if yes please share them, if not I go take a rope @@
Thanks in advance,
Mateos
