lightmap problem


(ogun) #1

The lightmap looks as if I’ve bumpmapped it at an extremely low resolution, and with different colors of lightning. It happens at faces that are poorly lit, or where the light hits the face at a sharp angle.

-light -fast -gamma 1.4 -nocollapse -patchshadows -samples 2 -v


(ydnar) #2

Are you using a normalmap? What version of Q3Map2?


(ogun) #3

Nope, not using a normalmap or anything like that. Using 2.5.13. The compile that the screen is from is 2.5.10 actually, but the prob remains in the latest release. The problem is obvious in particular at areas which don’t have any true light, and is only lit by the ambient light value of 1.


(ydnar) #4

Are you using lightstyles at all?

Can you try with the latest Development build of Q3Map2 (2.5.14)?

y


(ogun) #5

Nope, not in this map.
I tried 2.5.14, and the prob remains. In this compile I noticed colored lightning without a source. Check out the top of the pillar in the corner:


(ogun) #6

This is what it looks like with 2.5.13. There’s still a small strange shadow at the top of the pillar, but it’s not as big as with .14.


(servinal) #7

I experienced a similar problem when using the 53.03 detonators. Using any other version including the new 56s fixed it.


(ogun) #8

I downloaded the latest drivers, but the strange shadows were still there.


(phobos) #9

The Intellisample settings in the 50.x series of drivers have the ability to force texture compression (including lightmaps) in OpenGL games. Download a little tweak utility called aTuner:

http://www.3dcenter.de/atuner/index_e.php

Under More Settings, make sure Tex Comprssion is set to Application and that you disable it with /seta r_ext_compress_textures 0 in Q3’s console.