[Gtkradiant] Q3Map2: -lightmapsize does not generate shader
divVerent at alientrap.org
Mon Feb 21 12:17:45 CST 2011
On Mon, Feb 21, 2011 at 11:36:10AM -0500, Obsidian wrote:
> Does DarkPlaces use a -game switch?
> Perhaps -lightmapsize can be made game-aware, so if -game ==
> darkplaces, don't generate a shader.
There is way more engines supporting lightmapsize that way. This feature was
not added for darkplaces. Basically: not sure if every affected game has such
Suggestion: NetRadiant already has an extra switch -external which forces
external lightmaps even if the lightmap size matches the internal one. This
could also switch from default "shader hack" to "external lightmaps".
> On Sun, Feb 20, 2011 at 8:13 AM, Rudolf Polzer <divVerent at alientrap.org> wrote:
> > On Sat, Feb 19, 2011 at 08:23:33AM -0800, Nerius Landys wrote:
> >> I added this to my TODO list but I'm not sure when I'll get around to looking
> >> at this.
> >> On Mon, Feb 14, 2011 at 1:03 PM, Obsidian <meridanox at gmail.com> wrote:
> >> Q3Map2 2.5.17
> >> When including q3map_lightmapSize in a shader, Q3Map2 exports lightmaps to
> >> "maps\[mapname]" and generates a shader to "scripts\q3map2_
> >> [mapname].shader". This is the correct behaviour.
> >> However, if compiling with -lightmapsize switch, Q3Map2 will still export
> >> lightmaps but will not generate a shader. Maps in game appear as
> >> full-bright. The shader is required to correctly display external
> >> lightmaps.
> > BEWARE. The switch -lightmapsize is to be used WITHOUT shaders in engines
> > capable of external lightmaps, like DarkPlaces. It forces making the lightmaps
> > external... which is different from the "shader hack".
> > So if you change the meaning of this switch, please make sure that such engines
> > still can use the maps. DarkPlaces does NOT have sufficient Q3 shader
> > capabilities to support q3map_lightmapSize.
> > Probably, this should be two separate options.
> > Best regards,
> > Rudolf Polzer
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