Light compile


(FSF-Moses) #1

I’m having some strange shadows in my map around curves and such.
At this moment I’m using these compile options for the light-stage:

q3map2.exe -light -patchshadows -filter -super 2 moses_dm9a02.bsp

I’m not using the bounce option because it will make the map a bit too bright.
Some peeps advised me to try out other settings but didn’t tell me which one to use instead :frowning:

Since Q3Map2 came out with support for these settings I have used it, but I’m not that sure anymore if these settings are sufficient enough…

Any suggestions?


(ydnar) #2

The radiosity code was tuned to use -fast. If you use -bounce, try using -fast or -fastbounce.

The -fast code is OK for final compiles–you just have to tune your shader lights for it.

Can you post a screenshot of the odd shadows you’re seeing? It’s likely an artifact of -filter not being able to filter across lightmap/edge boundaries.

y


(FSF-Moses) #3

Maybe I can explain this by text:

Normal wall do have the correct lighting on it. Pachtes which are correctly lined up with that wall-brush tend to be darker than the surrounding wall. I have caulked all unseen faces behind the patch bit that doesn’t do the trick.

The strangest part is the error shows more of this on other peeps vid-card than mine (GF3 Ti200 with latest vid drivers from nVidia). Maybe that’s a setting on the amount of gamma ingame but I’m not sure… I’ll take a look and make a new screenie when done compiling a new testversion with other settings…

-light -extrawide -smooth -patchshadows

Don’t know if this will work but as soon as I have more info I’ll post a screenshot


(ydnar) #4

The -smooth switch is deprecated. It will enable -samples 2 in later versions.

The -extrawide switch, likewise, is deprecated. It’s equivalent to -super 2 -filter.

You really should use -fast, unless you have a good reason not to.

y


(FSF-Moses) #5

Oh, I didn’t know… For finals I use no -fast but I guess I have it wrong. Ok no problem… I’ll cancel the running compile and add -fast to it… Goes much faster :slight_smile:

then I’m using -light -fast -filter -super 2 -patchshadows

As soon as I’ve done the new -fast compile I’ll post a screenie if the error still shows up

Thanks for the enlightment


(FSF-Moses) #6

Oke here’s the screenie

http://lum-chan.bbox.org/moses/patch.jpg (800x600)

I hope you can do something with this. The left patch problem is everywhere in the map. sometimes it’s good but most of the time the patch ends up a bit darker and doesn’t blend with the surrounding brushes

I don’t know if this due to the placements of the lights in the map but it’s kinda strange…

The right patch seems to be ok
If you need a screenie of that place in gtk, please let me know

Thanks in advance


(ydnar) #7

Either remove -filter or make the straight section of the wall and the curved section out of a single patch mesh.

y


(FSF-Moses) #8

Thanks ydnar,

I remove the -filter and give that one a try. I’m not that good at patch meshes but i’ll give that one a try too if I have some spare time left
Hope it works…

Thanks again