[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
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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