[Gtkradiant] [Bug 656] -info missing lightgrid data

gtkradiant@zerowing.idsoftware.com gtkradiant@zerowing.idsoftware.com
Thu, 31 Oct 2002 16:57:43 -0600


http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=656

ydnar@shaderlab.com changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
             Status|NEW                         |ASSIGNED



------- Additional Comments From ydnar@shaderlab.com  2002-10-31 16:57 -------
Currently, the -info code uses the abstracted BSP file (the JK2 lightgrid + 
array get get expanded on load). This code could be moved off to the individual 
BSP load/save modules so it could be customized.

Also, Q3Map2 supports a special surfaceparm "lightgrid." Make a common shader, 
like nodraw or clip, ala:

textures/common/lightgrid
{
    qer_trans 0.5
    surfaceparm nonsolid
    surfaceparm nodraw
    surfaceparm trans
    surfaceparm lightgrid
}

Then place a single brush (or several small ones) around the max bounds of the 
map where dynamically lit entities will be, or the minimum playable space. The 
lightgrid will then be calculated and stored within those bounds only.

If you haven't changed the way the lightgrid bounds are determined in JK2 (in 
Quake 3 it was worldspawn mins, maxs), then this trick should work. It works 
fine with the gridsize key as well.

See screenshot of a lightgrid brush around the playable area of Q3DM17: 
http://shaderlab.com/mapcenter/q3map/lightgrid_radiant.jpg