q3map2 2.5.12


(ogun) #1

I’ve been getting problems with the latest reelase of q3map2. Does anyone know why?

http://egy.nu/~ogun/coloredlight1.jpg
http://egy.nu/~ogun/coloredlight2.jpg

d:\spel\Quake3\ydnar\q3map2 -light -fast -nocollapse -patchshadows -samples 2 -thresh .25 -v -fs_basepath d:\spel\Quake3 d:\spel\Quake3\baseq3\maps%1.bsp


(ogun) #2

Oh another question, thresh .25 doesn’t add to the bsp file size right?


(ydnar) #3

See if it still happens with the development release of 2.5.13.

It looks like the map has very low-res lightmaps combined with -patchmeta surfaces. Is this the case?

y


(ogun) #4

Ya, using _lightmapscale 2 and func_groups wiht lower lightmapscale-value at places. Should I remove the patchmeta arg then? Why would that make a difference? When will 2.5.13 release? Have a sort of a deadline.


(ydnar) #5

Silly stylesheet.

The “2.5.13” is a link to download it.

y


(WadeV1589) #6

I got a pink part of a model on my map using 2.5.13, unless of course you’ve modified the code that could cause this in the last 2 days.

-light -fast -super 2 -filter -bounce 8 -bouncescale 1.4


(ydnar) #7

Does it happen if you don’t use -bounce?

y


(ogun) #8

It stil happens with this release. It’s even worse actually. The skybox somehow shines through the walls in some areas. I recompiled the map with the sky shader replaced with a normal texture, and the blue light that was coming form the skybox wasn’t there anymore. The yellow and greens and so on colors still were though.


(ratty redemption) #9

there has been a sunlight, shadow leak in the last few releases of q3map2.

I get around that by painting the back of my brushes facing the sky, or build a separating wall outside of our rooms, with textures/common/nodrawnonsolid …this way it blocks the sunlight from getting through.

dont know why caulk doesnt block sun light, but it doesn`t appear to.

hth


(ydnar) #10

Are you using any shaders with odd colored qer_editorImages?

Q3Map2 uses that image if it isn’t overriden with q3map_lightImage for radiosity, so if you have big purple letters on a shader’s editorImage, then it’ll bounce purple light.

What was the last version you used? 2.5.x has rewritten light raytracing code, and the only thing that blocks sunlight are visible shaders.

y


(ratty redemption) #11

and the only thing that blocks sunlight are visible shaders

sorry, but that doesnt seem to be the case ydnar, I fixed some of the shadow leaks I was getting by using a nodraw, nonsolid shader, and if I remove it I get the buggy shadows again, and the only lighting in my terrain map so far, is from the sky shader... I can post some pics if you dont belive me.


(ogun) #12

Nah there aren’t any strange editorimages. Perhaps it’s the map being too dark and my r_gamma being too high.
When I got the sunlight issue I was using the .13 release. Recompiled the map with 2.5.10-test3 and the prob wasn’t there.


(ratty redemption) #13

strange color banding can show up if we have high r_gamma levels, perhaps the newer q3map2 releases make it more obvious, but you should be able to test this by increasing the light intensity in your map and lowering gamma.


(ydnar) #14

Ogun: are you using a portal sky by any chance?

y


(ogun) #15

Nope, not using portal sky. Here’s the shader:

textures/nsq3_sfx/sky_sea_clouds_01
{
surfaceParm nolightmap
surfaceParm noimpact
surfaceParm sky
q3map_surfacelight 75
q3map_sun 0.11 0.33 0.42 35 165 65
q3map_lightSubdivide 256

qer_editorimage textures/nsq3_sfx/nsq3sky.tga
skyParms env/nightsea 512 - 

{
	map textures/skies/topclouds.tga
	blendFunc GL_ONE GL_ONE
	tcMod scale 3 3
	tcMod scroll 0.05 0.05
}

}


(ratty redemption) #16

try using penumbra sky lighting, you can do a forum search on here as we were recently talking about it.