IlluminateRawLightmap


(CrazedFan) #1

My map’s light compile is stopping at the following point. It rapidly calculates points 0, 1, 2 and then stops at 3. Any ideas? Thanks for your help.

— SetupGrid —
Grid size = { 64, 64, 128 }
242944 grid points
1486 point lights
0 spotlights
1473 diffuse (area) lights
1 sun/sky lights
2935 total lights
25 culled lights
— TraceGrid —
0…1…2…3…4…5…6…7…8…9… (6)
146 x 128 x 13 = 242944 grid
— MapRawLightmap —
0…1…2…3…4…5…6…7…8…9… (3)
356880 luxels
208113 luxels mapped
127890 luxels occluded
2935 total lights
0 culled lights
— IlluminateRawLightmap —
0…1…2…3…


(Gringo Starr) #2

If you’re using Win XP, hit ctrl + alt + del. Then goto processes, and see if q3map2.exe is still using a lot of CPU. If it is, it probably means it isn’t hung up. I don’t think the way it counts up is necessarily linear. Your gridsize of 64 x 64 x 128 is quite small. How long have you waited for it to reach 4? If you don’t want to wait, try increasing your gridsize to 128 128 256, or compile with the -nogrid switch in the lighting phase to test it.


(ydnar) #3

It looks like you’re using an old-style sky shader.

Update your sky shader to use q3map_skyLight instead of q3map_surfaceLight. So instead of:

q3map_surfacelight 150

Have:

q3map_skyLight 150 3

y


(ratty redemption) #4

as well as increasing your gridsize in test comiles you can also compile with -fastgrid and raise your _blocksize if your not really testing vis.