I need your help. (a large JK2 SP level depends on it)


(Sine Nomen) #1

For the past few months, I’ve been working on a single player level that takes place on Nar Shaddaa. I’ve recently run into a problem - JO tells me I’ve exceeded the maximum number of shaders. Normally, I would split the level so as to avoid this, but I’m at a point now where I can’t, because the design of the level will not allow it:

Standing at any point in this portion of the level, you should be able to see fairly far off. Splitting it isn’t feasible.

More

Without going into too much detail, I need a way around the max_shader limit. Any ideas? I’m using the latest q3map2.

(edit: I should point out that the level is already split into two seperate maps. Taking shaders out of, say, the second shot won’t have any effect on the first, in the area where I need to get around the shader limit. Just removing shaders is a temporary solution, at best.)


(Emon) #2

Ydnar, Q3Map2 strips entity lights out of the map during the compile. Shouldn’t it be possible to remove shaders whos only function is to create light? What about adding a shader keyword that tells Q3Map2 to discard the shader after the light information is processed?


(cloudscapes) #3

Actually you can do that manually. First backup your shader, then just delete all light shaders in your text file. If the textures themselves have the same name as the shader then the engine will use those instead. At least for regular Q3, I’m assuming it’s the same for JKII. Nice looking map btw.


(Emon) #4

What, what? Could you rephrase that with a bit more detail?


(ydnar) #5

As I posted to the same thread on Q3W…

Everything is a shader. Textures w/o shader scripts get a default shader internally, and every unique shader + lightmap combination counts toward the engine’s internal shader count.

Deleting shaders post compile like that will not affect the count.

y


(Emon) #6

So you can only have 1024 different textures?


(Sine Nomen) #7

Thanks for the suggestions and comments, all, including those made in other threads. :slight_smile: Now, to figure out vertex lighting…


(ydnar) #8

You should try _lightmapscale first…it’s a simpler solution.

y