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Topic Starter Topic: Problem with lightmap?

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Joined: 08 Aug 2016
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PostPosted: 08-16-2019 09:46 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hi.
I've been facing a problem for some time now. I am working on a large map, in terms of brush count and number of entities and models. I think I have encountered some kind of engine limit, related to lightmaps. This topic will be probably just a tip of the iceberg, with more problems to come, but let’s start slowly and tackle this one first. :P

When I compile a larger chunk of my map, all models behave like there is been a leak (hall of mirrors effect). Same thing happens with certain shaders. No errors in compiler, no errors in game console. I had this before, when I mistakenly put _lightmapscale with some silly value in worldspawn. This time, I’m experimenting with terrain, using ASE models and some alphamod blending. No fancy stuff in worldspawn, I might be even missing some basic entries, as I’m still oblivious when it comes to anything besides geometry.

Can you help me to understand what am I encountering here? I could provide screenshots, but honestly, this thing is hard to capture on static image, as it is more visible when moving around. I can give more info on other stuff (shaders etc.), if needed.

Basic info:
Compiler settings (quick, for testing): BSP -meta -v, VIS -vis -hint -saveprt -v, LIGHT -light -fast -patchshadows -v
Worldspawn: distancecull 20000, _blocksize 4096, ambient 10

Thanks.




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I'm the dude!
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Joined: 04 Feb 2002
Posts: 12307
PostPosted: 08-16-2019 12:38 PM           Profile Send private message  E-mail  Edit post Reply with quote


If you copy a portion of the map (say, delete half of it and patch the holes) do you still the same issues?



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Recruit
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Joined: 08 Aug 2016
Posts: 6
PostPosted: 08-16-2019 01:16 PM           Profile Send private message  E-mail  Edit post Reply with quote


I've deleted one part of it and the problem is gone. Still, I'm working right now on a smaller part of a map, it's less than 2k brushes. It is probably something with lightmaps, since there are several models as cliffs and rocks. I'm not using spawnflags 6 key, but if I do, same problem will happen much quicker - or with even less brushes/models. Is there some sort of lightmap limit in BSP file? Might external lightmaps be a sollution here? I'm seriously worried, as it is only 1/4 of a map, I'd say. I've finished indoor part of it and now I'm working on the outside part. And that meant to be the LIGHTER part of the map, in terms of performance... :D




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