Lightmaps "bleeding" through walls from sun


(Lanz) #1

I know the reason why this happens, since it has been discussed in here before.

And here’s one case of it from my map, but it has a lot similar things in the map already.

www.rtcw-tf.co.uk/gib/temp/shot1.jpg
www.rtcw-tf.co.uk/gib/temp/shot1lightmap.jpg
www.rtcw-tf.co.uk/gib/temp/shot2.jpg
www.rtcw-tf.co.uk/gib/temp/shot2lightmap.jpg
www.rtcw-tf.co.uk/gib/temp/radiant.jpg

As you can see, I removed parts of my terrain since it wont be visible anyway just to decrease the tris. Is there a way to actually block the light without adding a texture to my caulked faces? Actually I don’t understand why caulk don’t block the sunlight in the first place, that would obviously be a simple solution to it (for me as a mapper), or a shader similar to caulk that actually blocks it or something.

But anyway, I’m rambling, anyone got a soloution without adding more tris to the map?


(ydnar) #2

Only visible surfaces block sun/sky light.

Adding a few textured brush faces isn’t the end of the world, especially if you put them in a func_group with _lightmapscale 8.

y


(Lanz) #3

Nah not end of the world, but I like it tidy. But the sloppy way works so I do it like that :slight_smile:

Would it be possible to add a q3map_blocksun (or whatever), Is that something that you would consider implementing? No big deal as you say though, probably talking about 50 tris in total or less.


(ratty redemption) #4

@ydnar, could lanz`s q3map_blocksun shader command work similar to cull disable but instead of drawing both sides of the poly in game, it is just used during compiling to block the light, then the backface poly is removed.

if you could do something like this without it fooking up your existing light code, I`m sure a lot of us mappers would love you for it :wink:


(pazur) #5

check the lightblock shader i got on my website (its based on a shader ydnar posted in this forum but has an extra common texture and the nomarks parameter):

http://www.geocities.com/pazurmapping/shaders/lightblock.zip

its invisible, nonsolid and it blocks light

… i wonder if the shader works also if i add q3map_nolightmap… got to try that out :wink:


(ratty redemption) #6

interesting but does it really need the image stage?


(pazur) #7

hm. i think so… otherwise it won’t cast shadows