[Gtkradiant] Q3Map2: -lightmapsize does not generate shader
Obsidian
meridanox at gmail.com
Mon Feb 21 10:36:10 CST 2011
Does DarkPlaces use a -game switch?
Perhaps -lightmapsize can be made game-aware, so if -game ==
darkplaces, don't generate a shader.
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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