Search found 21 matches

by lukesmith
Thu Feb 09, 2012 7:50 pm
Forum: ID Tech
Topic: Saving models data in the entities lump
Replies: 3
Views: 1792

Re: Saving models data in the entities lump

Ok thanks for the info. Yeah its prob best to do as you say and just copy the values over.
by lukesmith
Thu Feb 09, 2012 4:05 pm
Forum: ID Tech
Topic: Saving models data in the entities lump
Replies: 3
Views: 1792

Saving models data in the entities lump

Hi, I am adding models to a map using misc_model. When I view them in the entity inspector I get info like origin, filename etc. I am wondering if its possible to get this info stored in the entities lump of the bsp file and for the models geometry not to be stored in the bsp file? I am doing this f...
by lukesmith
Thu Sep 22, 2011 3:51 pm
Forum: ID Tech
Topic: Lightmap maximum resolution
Replies: 5
Views: 3383

Re: Lightmap maximum resolution

Thanks for the tip I'll stick to 8. I'm still interested to know if the lightmaps are limited to the size they are when you set lightmap scale to 0.1. or if they can be made even bigger. I'm not working with the quake engine but with a renderer that I've built so performance isnt an issue. The light...
by lukesmith
Wed Sep 21, 2011 5:12 pm
Forum: ID Tech
Topic: Lightmap maximum resolution
Replies: 5
Views: 3383

Re: Lightmap maximum resolution

oh yeah I set samplesize to 1 but that seemed to cause some artifacts so I set it a bit higher.

Is that as big as the individual lightmaps can be though after setting lightmapscale to .1 ?

thanks,
by lukesmith
Wed Sep 21, 2011 12:35 am
Forum: ID Tech
Topic: Lightmap maximum resolution
Replies: 5
Views: 3383

Lightmap maximum resolution

Sorry to keep posting topics on this subject! I was just wondering if there is a maximum resolution you can make lightmaps? I make func_groups of my brushes and set the lightmapscale parameter to .1 which seems to be the min value. then if I set the size of the lightmap textures to 512 before compil...
by lukesmith
Tue Sep 20, 2011 8:53 pm
Forum: ID Tech
Topic: Lightmaps with models
Replies: 7
Views: 2401

Re: Lightmaps with models

Oh great thanks.
by lukesmith
Tue Sep 20, 2011 8:19 pm
Forum: ID Tech
Topic: Lightmaps with models
Replies: 7
Views: 2401

Re: Lightmaps with models

Im not doing this for quake3 but for a renderer that I have developed. So I thought it worth experimenting with lightmapping the staticmeshes otherwise any shadows that fall on the staticmesh would have to be calculated in realtime.
by lukesmith
Tue Sep 20, 2011 7:38 pm
Forum: ID Tech
Topic: Lightmaps with models
Replies: 7
Views: 2401

Re: Lightmaps with models

I was thinking along the lines that if all static models are lightmapped I can gain even more speed by not having to calculate lighting for them and not having to calculate shadows they recieve from the level geometry. Ill try using a larger lightmap size for models and see how it looks.
by lukesmith
Tue Sep 20, 2011 4:07 pm
Forum: ID Tech
Topic: Lightmaps with models
Replies: 7
Views: 2401

Lightmaps with models

I understand that gtkradiant will calculate shadows cast by models (md3, obj, etc) during the lighting phase. I was just wondering, will gtkradiant also create a lightmap for the model? using the uv coordinates of the model, so that static models can all be lit in the same way as the level geometry?
by lukesmith
Tue Sep 13, 2011 1:32 pm
Forum: ID Tech
Topic: Changing the lightmap size
Replies: 9
Views: 5804

Re: Changing the lightmap size

Oh great thanks.
by lukesmith
Mon Sep 12, 2011 9:14 pm
Forum: ID Tech
Topic: Changing the lightmap size
Replies: 9
Views: 5804

Re: Changing the lightmap size

Ok good to know thanks. Any Idea what shadow caster level and shadow reciever level do?
by lukesmith
Mon Sep 12, 2011 10:45 am
Forum: ID Tech
Topic: Changing the lightmap size
Replies: 9
Views: 5804

Re: Changing the lightmap size

what do you mean located next to each other? because theres always a face next to another face so I would eventually select every face. Or do you just mean generally select a small group of faces that are close to each other? Is the purpose of this to pack eveything thats in a group into the same li...
by lukesmith
Sun Sep 11, 2011 6:37 pm
Forum: ID Tech
Topic: Changing the lightmap size
Replies: 9
Views: 5804

Re: Changing the lightmap size

Oh thank you thats perfect. Man Quake3 bsp is awesome, I had been expecting to have to troll through the sourcecode to implement all of this but its just easily done changing some settings! quick question, would you select all brushes and create func_group from them or create it for each individual ...
by lukesmith
Sun Sep 11, 2011 5:11 pm
Forum: ID Tech
Topic: Changing the lightmap size
Replies: 9
Views: 5804

Changing the lightmap size

Is it possible to change the size of the faces in the lightmaps generated? I had thought that -lightmapsize<N> would be what I wanted but this changes the size each lightmap texture but the actual faces in the texture are the same size in pixels. So you can fit more faces into the lightmap texture b...
by lukesmith
Fri Sep 09, 2011 2:46 pm
Forum: ID Tech
Topic: Custom Build Settings
Replies: 5
Views: 2302

Re: Custom Build Settings

Thanks that looks pretty handy.
by lukesmith
Fri Sep 09, 2011 1:40 pm
Forum: ID Tech
Topic: Custom Build Settings
Replies: 5
Views: 2302

Re: Custom Build Settings

That looks great thank you very much!

Hey the day you joined is my birthday how weird!
by lukesmith
Thu Sep 08, 2011 10:29 pm
Forum: ID Tech
Topic: Custom Build Settings
Replies: 5
Views: 2302

Custom Build Settings

Hi, I want to add some build settings when I build my map like -lightmapsize<> and -deluxe. I'm using GTK Radiant 1.5.0 and Q3map2 I click on customize on the build menu and then select Q3Map2:(test)BSP -meta -vis -light -fast -filter In the command line box I double click on the third entry which h...
by lukesmith
Mon Aug 22, 2011 5:22 pm
Forum: Programming Discussion
Topic: Modifying GtkRadiant to render quake2 lightmaps in quake3
Replies: 6
Views: 3627

Re: Modifying GtkRadiant to render quake2 lightmaps in quake3

Oh thanks so much. Do you know where I can get a copy of the source to gtkradiant. I realised I have the q3radiant sourcecode.
by lukesmith
Sat Aug 20, 2011 9:52 pm
Forum: Programming Discussion
Topic: Modifying GtkRadiant to render quake2 lightmaps in quake3
Replies: 6
Views: 3627

Re: Modifying GtkRadiant to render quake2 lightmaps in quake3

Hey thanks yeah I have the source code to that. I just read through it and it calcualtes the lightmaps in greyscale as its for quake3. There doesnt seem to be a q2 version of this in the quake2 sourcecode. Does anybody know where I could find sourcecode for how quake2 calculates the color radiosity ...
by lukesmith
Sat Aug 20, 2011 8:21 pm
Forum: Programming Discussion
Topic: Modifying GtkRadiant to render quake2 lightmaps in quake3
Replies: 6
Views: 3627

Modifying GtkRadiant to render quake2 lightmaps in quake3

Hi, I have a copy of the source code to GtkRadiant 1.5. I was just wondering how easy it would be to export a map with radiosity lightmaps like the ones used in quake2 but to save everything else along with these lightmaps in the quake3 bsp format. Im guessing this is fairly straightforward as the e...