The search feature doesn’t seem to be working.
I was getting error messages.
How is the light grid texture used?
Does it have to be used on a certain plane?
What happens on either side of the texture when you place it in a map?
Thanks.
The search feature doesn’t seem to be working.
I was getting error messages.
How is the light grid texture used?
Does it have to be used on a certain plane?
What happens on either side of the texture when you place it in a map?
Thanks.
Ehr… Did someone else tried to be funny by posting something with your name?
Besides, that’s Tux the Linux mascotte with a Q3 rocket launcher.
Lightgrid defines what area of your map you want to have lightgrid on. It must be a simple rectangle, so there isn’t any point in using multiple lightgrid brushes or trying to clip them etc.
Lightgrid is the data used to light moving objects (such as players) in ET. It’s a 3d grid that is normally defined by gridsize. If you have a lot of places that players can’t get too, you can have higher resolution lighting or smaller bsp by making the lightgrid only cover the parts players can reach. The light grid data must be under 8MB, if I remember right.
So I assume you are saying the LightGrid Texture must be used in a horizontal plane above the area where moving entities will be.
Does that sound right?
Not exactly a “clear explanation” in the manual.
(I have seen it used both ways(area/volume) but I never bothered to test which way is correct [both ways may work].
It is volume. The whole point of it is to specify the volume of the lightgrid. If you just do an area, how would q3map2 know what height to use ? It’s very simple: the lightgrid brush should enclose the area that that players can be it.
Note that if you have players outside of the lightgrid area, they may still look like there are some lighting effects, but they won’t be right.
…and by enclosed you mean a solid brush. Not a hollow box. Right?
One simple brush completely surrounding the area on which you want lightgrid.
edit: if I remember right, using multiple brushes works (the compiler just builds a bounding box that includes all the brushes and uses that) but, since the final lightgrid is just a simple axis aligned rectangular solid, it is completely pointless and just wastes brushes.