patch lightmaps and patchmeta


(Sub-Zero) #1

When I do
q3map2 -fs_basepath c:\quake3 -meta -patchmeta -subdivisions x mymap
q3map2 -vis mymap
q3map2 -light -patchshadows -filter -bounce 8 -fastbounce -subdivisons x mymap

the lightmaps on smaller patches dont’ blend across edges within the patch like they should. It doesn’t seem to matter what I set subdivisions to. Here’s some pics

with patchmeta
http://home.comcast.net/~orez-bus/bad.jpg

without patchmeta
http://home.comcast.net/~orez-bus/good.jpg

Is this fixable or is this something I’m just going to have to deal with?

edit
here are some shots from a box map which illustrates more clearly what I’m talking about. Also, these patches are larger on the grid and yet this still occurs.
The outer small and large bends are done with cylinders, and the middle one is done with 4 bevels. ‘bad2’ was done with patchmeta -subdivisons 2 (on -light as well) and ‘good2’ was done without.

http://home.comcast.net/~orez-bus/bad2.jpg
http://home.comcast.net/~orez-bus/good2.jpg


(ydnar) #2

First, make sure you don’t use -filter. The filtering code does not work across surface/lightmap boundaries and exacerbates the problem you’re seeing.

Second, the -patchmeta code does its best given the limitation of 64 verts per surface that Quake 3 imposes when merging triangles. They’re merged into surfaces that share an identical lightmap axis, and are limited by a bunch of other factors.

Try #1 (not using -filter) and see how it looks.

y


(Sub-Zero) #3

Yes that helped a lot with the patches in the testmap, but the smaller meshes I have in the real thing still look pretty bad. I know there is a shader key for meta already, but would it be possible to implement a func_group key for patchmeta as well? This way I can just arbitrarily group patches in the editor instead of having to write a bunch of shaders for all the patches that do look ok just to save the ones that don’t.