[Gtkradiant] Q3Map2: -lightmapsize does not generate shader
Obsidian
meridanox at gmail.com
Mon Feb 21 15:13:55 CST 2011
Do you mean -export? This is a Q3Map2 switch which generates external
lightmaps at the default lightmap page size.
It's not entirely intuitive that q3map_lightmapSize generates a shader
and -lightmapsize does not. For consistency, they should behave the
same.
I would suggest that -export be given an extra parameter:
"-export" would generate external lightmaps at default lightmap page
sizes and no shaders (current default behaviour).
"-export N" would generate external lightmaps with page sizes of NxN
and no shaders (new).
"-lightmapsize N" would generate external lightmaps with page sizes of
NxN and with shaders (fixed).
On Mon, Feb 21, 2011 at 1:17 PM, Rudolf Polzer <divVerent at alientrap.org> wrote:
> 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
> an option.
>
> 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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