Ok ladies, I found a very funny way to mix the default vertex light with the -cpma vertex light.
1. I compiled both versions into 2 seperate BSP files (BSP & light stage)
2. turned these 2 BSPs into TGA graphics
3. used a graphic editor to mix these images together
4. turned the resulting TGA graphic back into a BSP file
5. continued to compile the VIS & AAS stage
6. celebrated myself as it worked
The results with different mix ratios:
What a BSP looks like as a graphic:
How to do it:
Here are the command lines for compiling the first part: (You may add additional switches and the full paths to your q2map2.exe, bspc.exe, and your mapfiles.)
Code: Select all
//create a second map file
copy "mapname.map" "mapname_cpma.map"
//compile BSP & light with original vertex light
q3map2.exe -meta mapname.map
q3map2.exe -light mapname.bsp
copy "mapname.bsp" "mapname.raw"
del "mapname.bsp"
//compile BSP & light of the second map with cpma vertex light
q3map2.exe -meta mapname_cpma.map
q3map2.exe -light -cpma mapname_cpma.bsp
copy "mapname_cpma.bsp" "mapname_cpma.raw"
del "mapname_cpma.bsp"
//pause for editing the graphic files
pause
You now got 2 *.raw files, you have to import into your graphic editor of choice.
Use the following parameters:
Image widht = 1024
Image height = filesize of the raw file in bytes, divided by 3072. (round up the value) Why 3072? Because 1024 x 3byte per pixel (rgb).
Bits per pixel = 24
Color order = rgb
Interleaved = Yes
If your graphic editor don't support importing *.raw files, you can use
https://www.irfanview.com/ for this to create other formats like TGA.
Blend the graphics with the desired ratio.
Then export back into a mapname.raw file with BPP 24, Color order rgb interleaved.
Compiling the second part:
Code: Select all
//continue to compile VIS & AAS stage
copy "mapname.raw" "mapname.bsp"
q3map2.exe -vis mapname.bsp
bspc.exe -optimize -forcesidesvisible -bsp2aas mapname.bsp
pause
Have fun... sst13