Sun light problem on Misc model


(coconut) #1

Hello,

I use q3map2 to make levels for my own 3D engine which read bsp quake3 map.
But I have a big problem with misc model : they aren’t lit by sun light.
I use a sky surface to lit my scene with :

  • q3map_sunExt 0.75 0.75 0.75 40 0 90 3 16.
    But all the misc model aren’t lit by sun,only by ambiant or light.
    How can I lit the misc modesl with sun ?

Thanks


(zl1corvette) #2

Are your models vertex lit or lightmapped? I think by default models are vertex lit, so if you only reading lightmaps that could be your problem. You can use spawnflag 2 or 4 on them to make them lightmapped. I can’t remember which it is off the top of my head, do a search it should be there.


(Hybridesque) #3

spawnflags 4 is to make them forcemeta/lightmapped where Q3Map2 writes the shaders for you. spawnflags 2 is to autoclip them, 6 for the combination of both. Remember that using autoclip on models is iffy at best.


(obsidian) #4

Depending on the size and complexity of the model, it is often times better to have models left as vertex lit. Small models with lots of subdivisions will actually look better vertex lit than with lightmaps. Plus when lightmaps are generated for small models, they will tend to take up a large amounts of lightmap data and the luxels will be relatively large compared with the small tris.

Use lightmapped models (and possibly autoclip) on very large models, like terrain for instance or other large map geometry.