q3map_lightmapFilterRadius blurring


(chavo_one) #1

Has anyone played around with this new feature yet? I want to add it to my sky shader so that the “stadium lighting” effect from “q3map_skylight” gets blurred out. Unfortunately, this seems to also blur the shadows I get from “q3map_sun”

Is it possible to blur the skylight, but not the sun?


(ydnar) #2

As noted in the 2.5.8 thread, put the q3map_lightmapFilterRadius directive AFTER any sun directives. :slight_smile:

y


(lennyballa) #3

can someone first post a pic of the diffrence, i’m a bit noob at this, and i want to see a screenie with a map compiled the old way, and one the new way. Then i can know if i do it right.


(ydnar) #4

Just put your shader light stuff in this order:

q3map_sun …
q3map_lightmapFilterRadius …
q3map_skyLight …

You can even have multiple q3map_lightmapFilterRadius directives, that only affect light directives that follow it. Additional ones override the previous.

y


(lennyballa) #5

uhm, do you need to add something special to the command line? Like
-FilterRadius?


(ydnar) #6

No.


(lennyballa) #7

Ok (like those short answers, they always seem to make me laugh, maybe that’s why i’m a weirdo :stuck_out_tongue: )


(chavo_one) #8

damn. Missed that one ydnar. Thanks!


(RabidCow) #9

These new features are totally fabulous!..

This is using the following skybox shader…

textures/jeffj/box34
{
qer_editorimage textures/jeffj/box34
//q3map_bounce .3
q3map_globaltexture
//q3map_lightsubdivide 1024
//q3map_sunExt .619 .443 .203 100 0 65 2 64
q3map_sunExt .431 .286 .113 100 0 65 2 64
q3map_skylight 100 2
q3map_lightmapFilterRadius 0 64
q3map_backsplash 0 0

surfaceparm sky
surfaceparm nolightmap
surfaceparm noimpact

skyparms env/box34/box34 - -

}

The shaows are fanastic by comparison to any other version of q3map. Here is another screenie showing the shadow of a curved patch…better than -super 8 could ever have done :slight_smile:

Tremdous job Ydnar! Thank you!


(ydnar) #10

Nice shots.

BTW, put the q3map_lightmapFilterRadius line >before< q3map_skyLight.

Also, using 64 jitters on the sun is a bit overkill. 15-20 is sufficient for nearly all but the most extreme cases.

y


(RabidCow) #11

“nice shots”
Thanks Ydnar :). I will try the re-ordering of the shader. I tried the “16” value for the q3map_sunExt jitters and then increased the value in steps, to see the difference, 64 looked great! :). The higher values don’t increase the size or number of lightmaps in the final bsp do they? If they do, I will have to curb my smooth shadow habit…:). It seemed to me that the lightmaps were staying the same size with these changes, in which case I would recommend the highest values that your computer could compile, in a reasonable amount of time. The purity of the shadows, when using the q3map_lightmapFilterRadius 0 64 param, are awesome. I can’t thank you enough, Ydnar :slight_smile:
RC