Light overburns on bumpmapped lightmaps.


(jalisko) #1

Is there a way to prevent this overburns to happen? I’d swear I read something about it time ago, but I wasn’t trying doing bumpmaps on lightmaps by then, and can’t find anything now. Maybe I dreamt it.

In the case I’m not using the right name for the effect and you’re experimenting that nice “wtf” feeling; I’m refering to the bump maps (the lightmaps of course) being all white when being to close to the light source.


(obsidian) #2

Care to post a screenshot?

Sounds like it’s just an issue of placing the light source too close to the surface or too high of an intensity, which will of course, wash out your lightmap bumps.


(jalisko) #3

Yep, that’s exactly what I’m refering to. It’s nothing strange, I just want to know if there’s a way to improve (avoid) it when doing lightmap-bumpmaps. It’s just the normal behaviour on standard lightmaps: The walls are all white in the closer part to the light source.


(Fracman) #4

perhaps you should increased the lightmap granularity. If the lightgrid is too large, small lightmap details will simply go away…


(Q.) #5

The main intention of q3map2’s bumpmap effect implementation is, if I recall correctly, to add random details to terrain to reduce repetitive tiling of textures applied onto it.
So you can’t expect too much from it. :moo:


(jalisko) #6

k, I think I’ll not try to bumpmap it then. I will only use a flat normalimage for every face so the projected shadows look detailed as when using bumpmapping.


(obsidian) #7

Lightgrid is used for dynamic vertex lighting of playermodels and weaponmodels. I think you mean samplesize or luxel.

That’s not it. Q3Map2 bumpmaps make use of normalimages that projects shadows of small surface bumps onto the lightmap. Kind of like normalmaps that you find in Doom3 or Quake4, but since they are baked into the lightmap, they are not dynamic.

Try using a lower intensity light entity, perhaps using a few even lower intensity fill lights placed around the main light. You can also play around with -gamma and -compensate switches.


(Fracman) #8

Lightgrid is used for dynamic vertex lighting of playermodels and weaponmodels. I think you mean samplesize or luxel.

Yup, samplesize was the missing word :slight_smile: