md3 models & vertex lighting


(slinki) #1

I am using q3map_2.5.3 and what I really want is to have the map look good in both lightmap as well as vertex. After playing around with the skybox shader I think I have the look I want for lightmap. However, I am getting odd lighting in vertex mode which I have pointed out in the second image.

looks pretty good in lightmap

odd lights in vertex mode

so, I cranked up _minvertexlight to 100 to test and all of the odd lighting is gone in vertex mode.
yes, this may be a bit of overkill but it is a start.

however, now the models are all over bright in lightmap

Is there a work around for this by adjusting the shaders for the models or by doing something else? I know vertex light and q3map2 have had their history but I was wondering if there was a way to make everyone (eyecandy & performance players) happy.


(WolfWings) #2

My recommendation? Ditch lightmaps for now, and keep adjusting the map to get it lit really nicely in vertex-light mode, then re-enable lightmaps once it looks good in vertex-lit mode, with extra brush-cuts on the shadow boundaries you see, etc, etc.

Or just give up on vertex mode, and accept that people will use it to get much brighter and nastier-looking. =^.^=


(ydnar) #3

Uh, don’t listen to WolfWings. :slight_smile:

The first thing you need to do is upgrade to the latest Q3Map2. 2.5.3 is very old. Compile with that and see if that fixes your maps’ problems. If not, then you need to identify the dark/buried vertexes and move them out from inside other brushes.

Consider splitting the brush faces where the lights focus on the road there too. Are you using any _minlight or ambient?


(WolfWings) #4

Hehe, can you tell I’m SO thankful ET removed vertex lighting? =^.^=

Though I will readilly admit, I mis-read and thought he was using 2.5.13 when I made the initial post, so I thought he had a mostly-up-to-date q3map2, so if there were still vertex-lighting problems, they would be harder to ‘fix’ easilly. I’ll try to be more serious in the future. :slight_smile:


(slinki) #5

Tried the new version and I’m getting the same problem.
_minlight 8
_lightmapscale 2
no ambient

If not, then you need to identify the dark/buried vertexes and move them out from inside other brushes.

what exactly does this mean?


(WolfWings) #6

Check to see if there is overlapping brushwork where the shadow problem occurs in vertex lighting mode, IIRC.

And yes, that’s an actual, honest explanation. I try to avoid overlapping brushwork when I can. =^.^=


(obsidian) #7

You may need to create additional brush face splits in the problem areas. Play around with the brushwork in those areas of issue.


(slinki) #8

Yep. T-Junctions seem to be the problem.
thx guys