lightmapFilterRadius and surfacelights.


(obsidian) #1

Maybe I’m doing something silly, or maybe something else, but I can’t seem to get lightmapFilterRadius working with ordinary surfacelights.

Part of the shader:


textures/obsidian_purity/light
{
	q3map_backSplash 0 8
	q3map_lightmapFilterRadius 0 8
	q3map_lightRGB 1 1 1
	q3map_lightSubdivide 64
	q3map_surfaceLight 3000
	surfaceparm nomarks
	{
		... texture stages
	}
}


(Fracman) #2

What is this backsplash stuff?
And did you try an earlier Q3Map2 version?
Perhaps you should provide an explicit surface light texture?
q3map2_lightimage or so?


(obsidian) #3

http://shaderlab.com/q3map2/shader_manual/ch3.html#backsplash

Tried an earlier version of Q3Map2 (2.5.13) and same problem.

Shouldn’t need a lightImage unless it needs to give off the average textile coloured light.

I tried adding q3map_lightmapFilterRadius to the shadow receiving surface (all the non-light emitting textures) and it seems to work, but this isn’t a good idea since it means that basically all surfaces in the map will have filtered lightmap shadows, whereas adding it to the surfacelight shaders will mean that only surfaces within range of the surfacelight will be filtered.

Also tried reordering the q3map_lightmapFilterRadius directive above q3map_surfaceLight to no avail.


(Fracman) #4

and what if it was the backsplash itself? i never used this before… i might try that also to see the difference


(obsidian) #5

I just tried commenting out backsplash… no effect. scratches head

You wouldn’t happen to have a surfacelight shader using q3map_lightmapFilterRadius that I can compare as an example would you?


(Fracman) #6

Isn’t the q3map_lightmapFilterRadius not a sky only = global map parameter?


(Fracman) #7

Exactly the same scene, on the left i used the sky shader without and on the right with q3map_lightmapfilterradius 0 64:


(click on each image to see it at original resolution)

Both compiled using q3map2 2.5.15 and only parameters only -bsp; -vis; -light -fast.

sky shader code:


textures/dfskies/sewers
{
	q3map_lightimage	textures/dfskies/sewers.jpg
	surfaceparm	sky
	surfaceparm	noimpact
	surfaceparm	nomarks
	lightcolor	( 1 0.82 0.733 )
	notc
	q3map_nolightmap
	q3map_globaltexture
	q3map_surfacelight	50
	skyParms	textures/dfskies/sewers 512 - 
	q3map_sunExt 1 .95 0.85 200 -50 35 0 32 
	q3map_lightmapFilterRadius 0 64 
	q3map_skylight 150 3  
}


(Fracman) #8

Yeah, i guess you’re right,
the lightmapfilterradius doesn’t work with surfacelights, and it has nothing to do with backsplash.
Just did a small map with star sky (no sun), and beside the shadows showed steps, they were not filtered differently
with or without lightmapfilterradius