lightmap scales in Q3Map2 2.3.32


(damocles) #1

So I want to reduce the lightmap sample sizes during the light compile phase to less than 8x8 because I have some fine detail work I would liek to show up with shadows. I originally tied the -samplesize switch on the compiler but the mapping still seems to be size 8x8. It was then suggested I try _lightmapscale N in the worldspawn, and again, the sample size seems to be at 8x8.

So what am I missing? Why can’t I cause Q3Map2 to use small lightsample sizes?


(pazur) #2

the switch needs a value like -samplesize 4 :banana:


(ydnar) #3

Q3Map2 uses only square, integer-sized lightmap sample sizes.

If a brush face is too large to fit on a 128x128 lightmap with your desired samplesize, the samplesize is increased +1 until it fits.

For areas with low _lightmapscale, make sure the dimensions are relatively small.

y


(pazur) #4

ydnar… question about this sample sizes:

samplesize:
how low can it be? -samplesize 2 had the same effect as -samplesize 1 in some tests i made

_lightmapscale:
important for bump mapping(normals)… so if it depends on the size of the brush surface, then large walls or terrain can`t be really bump maped? what would be reasonable value in _lightmapscale for a 512x128x16 unit wall? i plan to use bump maps in my next map, but i was not experimenting that much yet :wink:


(damocles) #5

I don’t think the problem lies in the dimension and lightmap size limits. Even on small brushes, the lightmap is still way below the desired resolution. It’s as if the -samplesize N switch is being ignored completely.