Search found 21 matches
- 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.
- 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...
- 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...
- 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,
Is that as big as the individual lightmaps can be though after setting lightmapscale to .1 ?
thanks,
- 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...
- 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.
- 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.
- 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.
- 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?
- 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.
- 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?
- 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...
- 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 ...
- 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...
- 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.
- 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!
Hey the day you joined is my birthday how weird!
- 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...
- Tue Aug 23, 2011 7:37 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
Thats awesome thanks!
- 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.
- 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 ...
- 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...