q3map2 lighting settings for final compile?
q3map2 lighting settings for final compile?
What are the q3map2 settings you use for compiling -light for you map when you're ready to release it? Is there some sort of "optimum" configuration?
-
- Posts: 210
- Joined: Fri May 28, 2010 2:30 pm
Re: q3map2 lighting settings for final compile?
I guess you'll get very different answers to this question. I use
-light -dark -dirty -patchshadows -filter -bounce 3 -gamma 1.4
Leaving out -fast takes hours and hours more to compile, but it's really worth it. You've read about it here?
-dark creates darkened edges and creates more visual depth this way
-dirty darkens small gaps and cracks
-patchshadows is used to make patches cast shadows
-filter will smooth your lightmap. I think the outcome of -filter ist much much better than the one of -samples, even if most people will disagree with this. -samples sharpens your lightmap and can cause problems because of this. You can end up with too sharp edges on your lightmap instead of smooth transitions from color to color. -samples also elongates compile time and increases BSP size
-bounce 3 three bounce stages are enough when not using fast, because there is much more light data to compile and your map gets bright enough with three stages
-gamma 1.4 that's a value you have to figure out by yourself. I use 1.4 for some time now, it's not too bright but bright enough to make your lightmap look uniform and not like a dark cellar
-light -dark -dirty -patchshadows -filter -bounce 3 -gamma 1.4
Leaving out -fast takes hours and hours more to compile, but it's really worth it. You've read about it here?
-dark creates darkened edges and creates more visual depth this way
-dirty darkens small gaps and cracks
-patchshadows is used to make patches cast shadows
-filter will smooth your lightmap. I think the outcome of -filter ist much much better than the one of -samples, even if most people will disagree with this. -samples sharpens your lightmap and can cause problems because of this. You can end up with too sharp edges on your lightmap instead of smooth transitions from color to color. -samples also elongates compile time and increases BSP size
-bounce 3 three bounce stages are enough when not using fast, because there is much more light data to compile and your map gets bright enough with three stages
-gamma 1.4 that's a value you have to figure out by yourself. I use 1.4 for some time now, it's not too bright but bright enough to make your lightmap look uniform and not like a dark cellar
[url=http://www.victorkarp.com]Portfolio[/url] - [url=https://victorkarp.com/tutorials/quake-3-mapping-tutorials/]My Quake 3 mapping tutorials[/url] - [url=http://www.lvlworld.com/author/DaEngineer]My Quake 3 maps[/url]
Re: q3map2 lighting settings for final compile?
I use
Code: Select all
-light -bounce 8 -dark -dirtdepth 32 -dirtscale 4 -dirty -fastbounce -patchshadows -samples 3 -scale 1.2 -shade -cpma //-threads 2
www.ferdinandlist.de/leveldesign
Re: q3map2 lighting settings for final compile?
Afaik, that's enhanced vertexlighting.
www.ferdinandlist.de/leveldesign
Re: q3map2 lighting settings for final compile?
I assume you need a newer version of q3map2 for that? I've never seen that switch before. -dirtdepth and -dirtscale are also new to me.
I currently use Q3Map2 v2.5.16
I currently use Q3Map2 v2.5.16
Re: q3map2 lighting settings for final compile?
Those switches are all available with Q3Map2 2.5.16 (well, I've never tried CPMA).
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
-
- Posts: 449
- Joined: Sat Nov 06, 2010 2:33 am
Re: q3map2 lighting settings for final compile?
-bsp -meta -patchmeta
-light -lightmapsize 1024 -bounce 12 -bouncegrid -export -lomem
everyday I remind my computer "it's a hard life"
-light -lightmapsize 1024 -bounce 12 -bouncegrid -export -lomem
everyday I remind my computer "it's a hard life"
Re: q3map2 lighting settings for final compile?
lightmapsize 1024 eh? are you crazy?
Re: q3map2 lighting settings for final compile?
Solitude used this I think:
-bsp -meta -samplesize 16 -v
-vis -v -saveprt
-light -patchshadows -fast -dirty -dirtscale 1 -dirtdepth 16 -samples 6 -v -bounce 100 -threads 2
-bsp -meta -samplesize 16 -v
-vis -v -saveprt
-light -patchshadows -fast -dirty -dirtscale 1 -dirtdepth 16 -samples 6 -v -bounce 100 -threads 2
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Re: q3map2 lighting settings for final compile?
-samplesize 16 on -bsp?
-
- Posts: 4022
- Joined: Sat Mar 12, 2005 6:24 pm
Re: q3map2 lighting settings for final compile?
It affects surface meta triangles. I think larger values result in fewer meta triangles.
Re: q3map2 lighting settings for final compile?
Oh, I thought that was a switch to be used in combination with -light? Or does it exist for both?
-
- Posts: 449
- Joined: Sat Nov 06, 2010 2:33 am
Re: q3map2 lighting settings for final compile?
for the purposes of my current employment, no.Eraser wrote:lightmapsize 1024 eh? are you crazy?

-samplesize 16 on the bsp phase sets the q3map_samplesize shader parameter to 16 on all surfaces. It needs to be entered into the lightmap phase too afaik in order to work.
Re: q3map2 lighting settings for final compile?
It's a good thing Q3Map2 culls light traces, unless you are also using q3map_bounceScale 1000 or something.Hipshot wrote:-bounce 100
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: q3map2 lighting settings for final compile?
Sorry to bring that old topic back up, I'm in the process of trying different settings for a final compile and I was wondering what would be your thoughts on lightmap and vertex lightning, the new settings in particular, the -cpma switch. Is it really much better than the previous switch of q3map? From what I understand, correct me if I'm wrong, I can compile a map with both settings, lightmap and cpma and only one of these 2 method will be loaded on the client side, based on the client q3 settings.