<span style=“font-size: 12px”>Q3Map 2.3.31 - Readme
<pre>
2.3.31 (2002-11-20)
- Stitching the edges of lightmaps on patches that wrap around (cyls and cones)
so the seam is no longer visible
- The -patchmeta switch works better now, the patches are still stored in the
BSP for collision, but are pre-tesselated into nonplanar meta surfaces for
more efficient rendering
- Better, more uniform lightmap sample position finding on patch meshes
- Moved q3map_tcMod and q3map_alphaMod processing to the final phase
- New: q3map_skylight AMOUNT ITERATIONS to replace surfacelight on sky surfaces
for much faster and more uniform sky illumination
2.3.30 (Splash Damage internal release)
- Fixed bug in PicoModel ASE material parsing code
- Fixed a few seam/lightmap precision/projection errors
- Increased MAX_SHADER FILES to 1024 and fixed overrun error when more than that
number of shaders was listed in shaderlist.txt
- Increased a few compiler maximums for larger maps
- New: -np N switch on BSP phase, works like -shadeangle, in that it forces all
planar shaders to be nonplanar with the shading angle specified
- New: -nohint switch on BSP phase, omits hint brushes from compile for testing
- New: -debugaxis switch on light mode. Colors lightmaps based on their lightmap
axis (which direction the lightmap was projected on)
- New: -debugorigin switch on light mode. Colors lightmaps based on the luxel
origin relative to the raw lightmap's bounding box
- New: -debugcluster switch on light mode. Colors lightmaps based on the pvs
cluster the luxel falls into
- New: -convert switch to convert BSP to ASE file (experimental)
- New: q3map_lightmapmergable directive to allow terrain to be mapped onto a
single lightmap page for seamless terrain shadows
</pre>
This marks the first version of Q3Map2 built under the auspices of Splash Damage. They are teh cool.
One last thing: There are some fixes in related to light leaking. Light should no longer leak across structural brush boundaries when the wall brush seperating the two surfaces is at least as thick as the lightmap sample size.
y</span>
<font size=-1>[ This Message was edited by: ydnar on 2002-11-21 19:45 ]</font>