IlluminateRawLightmap


(CMcQ) #1

When I try to compile my latest map [ Helms Deep ] under:

bsp_Q3Map2: (final) BSP -meta, -vis, -light -fast -filter -super 2

I get to the — IlluminateRawLightmap — 0…1…

and then it seems to freeze.

I’m using the version of Q3Map2 that comes with GTKRadiant 1.2.12

This the the shader for the skybox:

textures/helmsdeep/skybox
{
qer_editorimage env/helmsdeep/hd_ft.tga
q3map_surfacelight 150
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
q3map_sun 0.67 0.55 0.41 50 335 8
skyParms env/helmsdeep/hd 512 -
}

Any ideas about what is causing this?

Thanks,
Chris


(duralisis) #2

Your shader looks correct, so long as you have whatever texture you’re using also in your shaderlist.txt (GTKR’s way of utilizing new textures) and the farbox/nearbox are correct.

The only thing I can think of is that it’s not freezing, but rather just really slow at that point. I don’t know how complex your map is, but ‘super 2’ can be quite intensive.

Make sure you’re using 2.5.2 and if you like, try the following batch file for compiling instead of GTKRadiant:

q3map2 -fs_basepath x:/quake3 -v -meta x:/quake3/baseq3/maps/yourmapname
q3map2 -fs_basepath x:/quake3 -v -vis x:/quake3/baseq3/maps/yourmapname
q3map2 -fs_basepath x:/quake3 -v -light -fast -filter -super 2 x:/quake3/baseq3/maps/yourmapname

Save this as “compile.bat” and save it to your q3map2 directory. Of course replace the path to your map with whatever drive letter and path (c:/q3/baseq3/maps, etc.)

Under DOS or the Win2k/XP Cmd line, you can save the output to a text file using this command:

compile.bat >> output.txt

Under linux this is all very similar, just make a bash script instead of bat, and stdout should work the same too.


(CMcQ) #3

Thanks,

I’ve done something similar, thanks to someone on a different friend.

I AM running a bat file, though the config is a little different.

"C:\OLDPROGR\Raven\Star Trek Voyager Elite Force\Tools
ewCompiler\q3map_2520\q3map2.exe" -fs_basepath "C:\OLDPROGR\Raven\Star Trek Voyager Elite Force" -game ef -meta %1
"C:\OLDPROGR\Raven\Star Trek Voyager Elite Force\Tools
ewCompiler\q3map_2520\q3map2.exe" -fs_basepath "C:\OLDPROGR\Raven\Star Trek Voyager Elite Force" -game ef -vis -saveprt %1
"C:\OLDPROGR\Raven\Star Trek Voyager Elite Force\Tools
ewCompiler\q3map_2520\q3map2.exe" -fs_basepath "C:\OLDPROGR\Raven\Star Trek Voyager Elite Force" -game ef -light -patchshadows  -filter -fast -approx 22 %1
pause

This got me through the compile, although it was extremely slow. IlluminateRawLightmap took 5188. :eek:

When I loaded the map up, some of the wall textures looked as if there was no light applied to them, as if I had compiled the map with out light. Yet others looked fine. In fact, some brushes with the same texture were fine yet others weren’t.

Thanks,
Chris


(ydnar) #4

You can’t use -approx unless your map has no explicit shaders or there is engine support for it. That’s what’s causing some surfaces to appear unlit–they do not have lightmaps because they’ve been vertex approximated. EF does not support this functionality.

Edit: Add -v to your BSP and light compile stages. 5000+ seconds is not unusual for a large map, but that depends on how it’s lit. It sounds to me like your map has either an incredibly high number of shader lights or your computer is just slow.

y


(CMcQ) #5

Thanks ydnar!

Thats been really helpful.

My computer is just slow for compiling this large map.


(U.S.S. Speed) #6

Yeah… I compiled his map with
-filter -shade -patchshadows -samples 3 -shade -shadeangle 120
in 2100 seconds…

Look good. :chef: