q3map_sun not affecting lightgrid


(Codja X) #1

Jedi Academy,

Basically have specified a q3map_sun in my skyshader. It lights my map up with no problems. However, any npc or player models are not lit up when I stroll into areas that are lit by the sun.

All other light entities illuminate my playermodel without any problems.

I am compiling with -light -fast -samples 2 -patchshadows 1 and am using the -game ja switch.

The sun was created in ShaderEd2 for JKA if that’s any help and the version of q3map2 is the one that ships with Radiant 1.4 (2.5.13 I think)

Would a q3map_sunExt cure this problem?

Any other ideas?

Btw, this is my 1st post here, so please forgive my ignorance.


(ratty redemption) #2

you should be using q3map_sunext anyway, and it might fix your light grid problem.


(obsidian) #3

q3map_sunExt will certainly give you better looking lightmap shadows, though I doubt it fix your light grid problem.

Did you do anything to alter the lightgrid size in any way?
Did you get any compiler errors?
Is your sky shader listed in the shaderlist.txt?

Failing that, post your sky shader so we can take a look at it.


(tman) #4

Try putting this in your worldspawn _mingridlight try a value of 100 to start.


(ydnar) #5

That should be a last resort, if at all. You will lose all shadowed lightgrid areas.

Can you post a screenshot of the affected area? You should also try with the latest version of Q3Map2. This problem is often caused by the sample point of the lightgrid cell being below the floor or inside an opaque brush.

Decreasing the lightgrid resolution can sometimes help, often in combination with a lightgrid brush defining the area of the map used by the lightgrid.

y


(Codja X) #6

I used the q3map_sunExt instead and that is working fine now. Bizarre problem? I’ll try and get some shots up of it.

SunExt looks better so i’ll just keep using that.

[edit] Found the problem - it’s me not reading the shader manual properly:

q3map_forceSunlight:
By default, no sunlight is cast on vertex-lit .md3 models or vertex-lit terrain. Using this option, sunlight (overbright bits created by the q3map_sun option) will be cast on these surfaces. q3map_forceSunlight is now obsolete since suns are now first class light sources.