Hello !
( I apologise for my English, I am learning English only since 2001)
I am working on a system wich enables lighmap calculation with 2 computers.
The principal problem is to make 2 mapfiles with the same lightmap.
So I tried to copy the 2 mapfiles (the exactly same files)on 2 computers.
This is the concept of networked computing. (beta 1 wich doesnt works for more than 1 room with 6 faces only)
- I copy the map on the 2 computer with the same quake 3 environnment
(textures shaders etc…) - I modify the map files and I remove 50% of the lights in one map file
and the other 50% in the other map file on the second computer (I am
trying to make a program wich can do the work for me, and prepare the 2
files for me … (2 or more for use with more than 2 computers) - I launch a bsp and light compilation for the 2 maps on the 2 computers
- I extract the lightmap of each maps and merge the lightmap’s TGAs of
each maps and reinject it in an existing BSP of the map. - done !
I’ve edited the .map and set 50% of the light color of 1 map to 0 0 0 (with the key _color and the value : 0 0 0 ), and the other 50% of the second map, and the 2 lightmaps seems to be the same for the 2 maps.
so I compile the light of each map separately and then I export the lightmaps tga in separate folders. there is normally the same number of tga files for each maps, or it will not work.
Next I merge respectively the lightmaps of each maps in one lightmap file (with the same name.
and… sorry, it doesnt work.
Q3map2 optimises the lightmap to make a bsp light as posible, I need a solution to make the maps to hae the same lightmaps but not the same lights… (I delete 50% of the lights in one map and the other 50% in the second one : the lightmap is not the same)
Iif someone knows a programm to merge 2 tga with a “add” or “filter” functions, send me a mail please.
I am looking for a programmer who can make a program to “split” the .map files in 2 mapfiles with 50/50 lights “on” or “off”
I hope it will be possible to do this easyly, but that is not for today :disgust: 
I’am working on it…