Lightgrid Shader?


(demoneye) #1

Hi,

How should the lightgrid shader be used?

If I follow the shape of my rooms/corridors, surrounding them, allowing, say an 16 unit margin around them, would this reduce the size of the lightgrid?

Or would it cube off the lightgrid area?

DeMoNeye


(pazur) #2

i have one big brush with the lightgrid shader covering all the placed where the player can get


(Valhue2) #3

Im confused… what does the light grid shader do?

V^2


(pazur) #4

the lightgrid shader brush “regions” the calculation of model light(player models/misc_models/gamemodels)

apropos gamemodel… for wolf and a model2 key in an entity the shader path must have backslashes( \ ) and not slashes. :banghead:


(demoneye) #5

That’s exactly what I do at the moment, but what I want to know, is if I trim that brush, will q3map2 just square up the brush, or will it actually reduce the lightgrid use if I gut the brush down irregulalrly? :???:

DeMoNeye


(demoneye) #6

Ydnar - can you help at all on this!

DeMoNeye


(Hr.O) #7

If there´s a lightgrid shader in your map, q3map will only calculate the lightgrid within the bounds of the brush with the lightgrid shader.

Most common use for this is in spacemaps were you have only a “small” structure, you put the lightgrid shader around it and q3map will only calculate what´s inside it. This reduces light-time by not calculating the complete (sky)box.

Ohh and yes, if you make more then one lightgrid-brush it will merge them into one giant brush, shaping the brush won´t work either


(demoneye) #8

That’s great - thats what I wanted to know, it uses he bounds of all my lightgrid brushes, so shaping is no use :banana:

DeMoNeye