some shadow problems in my map... (600x450 pictures inside)


(Darkman]I[) #1

hi there,

these days I’m working on the lighting in my map. but i have some problems to get the shadows as I want, here some pictures to explain what I mean exactly:





I’m compiling it whith q3map2.5.4 and this command-line
:
“C:\Programme\Quake III Arena\Radiant-1.3-gtk2\q3map_2.5.4_win32_x86\q3map2.exe” -light -fast -extrawide -patchshadows -novertex -smooth -sky 2 “C:\Programme\Quake III Arena\baseq3\maps\dm3-tn1.bsp”

  • worldspawn entry with _lightmapscale 0.1

have you any idea why the shadows are on brushs not so sharp as on the curves? whats the problem, I hope someone can help me. :slight_smile:

next problem. when I’m compiling my map with _lightmapscale 0.1 I have the bug that my map has many white blobbing objects. here a picture:

http://mitglied.lycos.de/darkmanswebsite/misc/bug.jpg

the white “wall” you can see on the shot flickers all the time. it appears here and there, and I don’t know what it is. :frowning: I think it has something to do with the lightmapscale.
when you need more infos to help me please write it here. I only want to release my map. :slight_smile:

cu


(ydnar) #2

Nice looking map.

The reason some surfaces have lower-detail lightmaps is because a lightmap can be at max 128x128 pixels in size. Large surfaces such as floors and ceilings tend to force a larger sample size, hence the lower-res lightmaps.

  1. Grab the latest build of Q3Map2, currently 2.5.5-test-13.

  2. Get rid of the worldspawn _lightmapscale. Use func_group entities with _lightmapscale on them to set it specifically where you want high-detail shadows. Using high-resolution lightmaps everywhere in your map can lead to excessive lightmap data, which can corrupt the renderer in Quake 3.

  3. Your compile options are a little off. Nuke the -sky parameter, as it doesn’t do anything, as well as the -novertex, unless you’re intentionally trying to have it look like shit. Also, using -extrawide AND -smooth is unecessary, use one or the other. Alternatively, nuke both and just use -samples 2 OR -filter. The -smooth argument is equivalent to -samples 2, and -extrawide is equivalent to -super 2 (full 4x oversampling) -filter.

If you want a quick fix, just follow the above steps, and use _lightmapscale 0.5 or 0.25 on worldspawn. That will level out the discrepancies between luxel detail, but some areas might still have low-resolution lightmaps.

y


(Darkman]I[) #3

thanks, it take a lot of time and ideas…

and thanks ydnar for your help, I always knew that your the greatest! :clap:
I hope it will work as I want, but I’m sure it will. :slight_smile:

I will post the result in a few days.
but i have some more questions. if I make func_group to some brushs,

  • can i add to the func_group also curves and patches?
  • how can I install the newest version of q3map2?

so long, I will post more screenshots when I’m happy with the lighting. :slight_smile:


(onu) #4

Curves and patches can be added to func_groups. The only things I know of which can’t be added to func_groups are entities, such as lights, other func_groups, player_start, and the like.