
Well, Problem is, i'm making map for be full compatible with Q3 1.11/1.16n, since with 1.32 I have no issue at all, but as known, 1.16n has a limited number of max unique/shaders combinations, and I'm stil unknown wich is, and I think may be 512 to use on a map, but not sure
Anyways, my map is finished (full clipped, r_speeds under 4000 and just a huge room has 7300 but i stil can hint 2 spots for reduce it) and in good light
Only problem is, when I'm compiling, in nearly end of light stage I see the message of: "759 unique/shaders combinations" or something, and I know this is very high, because if i'm no wrong I can use up to 15 different models in map (i added different bots to test :P) and 15 work but 16 dont' work, and on 15 if i press ESC and go to "Player" or "System" menu it just give shader error and model icons dont' show up, so I MUST reduce the unique combinations
But, I searched on web and the sollution I found was, for reduce number of unique shaders/textures I use, well I'm only using like 10 or 12 textures I think and counting with common it may be around 18 or 19, but stil, I also found I could try use gridsize of 128 128 256 (my map default automaticly is set for 64 64 128), and I also saw for try use the -approx 50 switch on light stage, wich apparently would force some places wich has not much shadow or so to be forced be vertex light, so would reduce lightmap number (wich i'm pretty sure would reduce a LOT!)
And I did this all, but grid 128 128 256 made no visible difference in the number of unique/shader combinations, and the "-approx 50" switch at light, when I added it, just frozen my compiler ..., it just stay frozen at the "subsampling, collapsing, assorting" thing on light stage and It stays there for over an hour then I gave up, when i tried again stayed around same thing ..., it just freeze at that stage
So I'm wondering
> is there any way for make -approx 50 (or betetr value if u know) for dont' stay frozen or is this normal?
> How else can I reduce the unique/shader combinations?, I heard about we could make some floors and not much detail objects to be vertex light, so how can I do this? because I have a small trim around whole map (wich look cool :P) and I think is very useless this use lightmap
I'm sorry if I made post to big, but I wanted explain everything, thanks in advance