Is it possible to do lightmap + 'fullbright' vertex light


(Matt) #1

I don’t like the way vertex lighting looks in general, but if I don’t compile with vertex, I’m losing maybe half of the quake 3 community, since a lot use vertex lighting, and turning it off makes it black in vertex mode.

Is there a way to make a fullbright-like vertex lighting? Like when you compile the BSP only?


(slinki) #2

bring up the “Entities” dialog box in GTK.
click on “worldspawn”
make a new key/pair:

key: _minlight
value: 10 (try 10-100, experiment)

make sure you have a _color key and a value in the worldspawn or it will not work.
a value can be found by clicking on a light entity and the hitting “k”. copy and paste your selection to the worldspawn _color value.

also, I think you need 2.3.32 to work.


(slinki) #3

oh, btw Matt. I live in Tempe (University & Priest). Nice to see another AZ peep here.


(ydnar) #4

There is no way to do old-style fullbright vertex mode, unless you want to add _minvertexlight 255 to worldspawn.

Alternatively, you could clean up the map’s geometry so that it lights well in vertexlight mode.

Unbury verts, make the visible brush faces a closed manifold hull (no overlapping, just meeting at edges), make sure you don’t have too much t-junctioning.

y

BTW, Old-style vertex light is the same as cheating.


(Matt) #5

Not everybody is born with a silverspoon shoved down our throats. A few of my friends are still on Voodoo cards, and I’m on a GeForce 1. VertexLighting is 2x faster than Lightmap on our systems.

I’m down on Chandler Blvd.

Word from the wise, if you like to lan… Never attend an Arizona LanBasher’s League lanparty. They only care about C-S, even though they advertise Q3, WC3, UT2003. I’ve given them three chances, and everytime I walk away disappointed, ripped off, and for some reason I always say the next year may be better. Heh.


(ydnar) #6

Not everybody is born with a silverspoon shoved down our throats. A few of my friends are still on Voodoo cards, and I’m on a GeForce 1. VertexLighting is 2x faster than Lightmap on our systems.[/quote]

Not using vertex light. That’s fine. I was on a Voodoo 1 for a long time myself. I was referring to the fact that the old vertex light code was for all intents and purposes fullbright, giving a competitive advantage to players who used the r_vertexlight 1 option.

Q3Map2 levels the playing field by fixing the code so the map appears as close to lightmap as possible in vertex light.

y


(Matt) #7

On the contrary, if it’s ‘cheating’ in that method, I could just keep lightmaps on, and just do r_mapoverbrightbits 4, r_gamma 1.4, r_intensity 1.2 and POOF, all ‘black’ shadows on the lightmap are white. Add a little picmip love to that situation, and it’s hard not to see the action happening.