q3map2 lighting settings for final compile?

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Eraser
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q3map2 lighting settings for final compile?

Post by Eraser »

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?
DaEngineer
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Re: q3map2 lighting settings for final compile?

Post by DaEngineer »

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
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cityy
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Re: q3map2 lighting settings for final compile?

Post by cityy »

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
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Eraser
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Re: q3map2 lighting settings for final compile?

Post by Eraser »

-cpma?
cityy
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Re: q3map2 lighting settings for final compile?

Post by cityy »

Afaik, that's enhanced vertexlighting.
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Eraser
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Re: q3map2 lighting settings for final compile?

Post by Eraser »

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
obsidian
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Re: q3map2 lighting settings for final compile?

Post by obsidian »

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]
VolumetricSteve
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Re: q3map2 lighting settings for final compile?

Post by VolumetricSteve »

-bsp -meta -patchmeta
-light -lightmapsize 1024 -bounce 12 -bouncegrid -export -lomem


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Eraser
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Re: q3map2 lighting settings for final compile?

Post by Eraser »

lightmapsize 1024 eh? are you crazy?
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Hipshot
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Re: q3map2 lighting settings for final compile?

Post by Hipshot »

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
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
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Eraser
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Re: q3map2 lighting settings for final compile?

Post by Eraser »

-samplesize 16 on -bsp?
^misantropia^
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Re: q3map2 lighting settings for final compile?

Post by ^misantropia^ »

It affects surface meta triangles. I think larger values result in fewer meta triangles.
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Eraser
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Re: q3map2 lighting settings for final compile?

Post by Eraser »

Oh, I thought that was a switch to be used in combination with -light? Or does it exist for both?
VolumetricSteve
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Re: q3map2 lighting settings for final compile?

Post by VolumetricSteve »

Eraser wrote:lightmapsize 1024 eh? are you crazy?
for the purposes of my current employment, no. :)

-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.
obsidian
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Re: q3map2 lighting settings for final compile?

Post by obsidian »

Hipshot wrote:-bounce 100
It's a good thing Q3Map2 culls light traces, unless you are also using q3map_bounceScale 1000 or something.
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dghost77
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Re: q3map2 lighting settings for final compile?

Post by dghost77 »

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.
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