Problem with lightmap?
Posted: Fri Aug 16, 2019 5:46 pm
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.
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.