tga map files


(Massive) #1

What are the tga files produced in the \map\mymapname directory & are they needed in a PK3.

If they are needed how are they generated, as I don’t seem to have any?

thanks

Massive


(iwound) #2

Its your lightmap and has all the shadows for your map, its created at compile time.


(Loffy) #3

Yup, v is right. Those tga’s are created by the compiler q3map2, but only when you do the so called light-compile phase. There are three phases. The last one is the light one, and it is not mandatory, but it makes your maps look much nicer.
//L.


(Massive) #4

I’m using a light compile -

-light -fast -lomem -samples 2 -bounce 1 with q3map2 latest version

But I don’t get these file, is there a commend switch to do it, my map certainly has shadows - Detoeni reckons they’re being compiled into the BSP. Does this matter?

Cheers

Massive


(kamikazee) #5

If you haven’t got any, no problem. This means your map won’t use any shaders resulting in external lightmaps.
If you have got them, make sure they get in the PK3 as well.


(Shaderman) #6

-export in the light stage


(iwound) #7

btw loffy its not v its m,i used to get the same in et when i used the name []v[]anny and every1 called me vanny, ( :bash: ) its a big M. :nag:

hijacking over. let the :drink: commence


(Massive) #8

thanks

M


(Loffy) #9

Ah, M it is. Saw it now.