Lightmap alignment bug?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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ix-ir
Posts: 192
Joined: Wed May 16, 2007 9:43 pm

Lightmap alignment bug?

Post by ix-ir »

Image

The two yellow surfaces in the red circle have the same base texture with nothing funky going on, no shader effects. The one on the left is a 45 degree surface and both have a high res lightmap (that seems to be the highest Q3 will do, 2 unit by 2 unit luxels). The light map seems to be badly misaligned on the 45 degree surface and I've seen this elsewhere on maps. Does anyone know anything about lightmap misalignments? I'd like to fix it without using a shader to manually map a fake lightmap on because this looks very different in a 'leet config' (or does the way I do it using the lightmap as a shader stage, is there a way to avoid this?).

Any help would be very much appreciated.
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

I obviously might be completely wrong, just looking at a single screenshot, but to me it looks like it's just getting shadowed by something, rather than being misaligned?

The shadow is even consistant (matches up with) the shadowed end of the adjoining flat orange face immediately to the left in that shot (and on the wall behind), and the slant up (on the right edge of the slanted face) also matches up with the shadow line on the flat orange face on the right...?
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Post by Silicone_Milk »

Hey, now that you mention it, it DOES look like it's being shaded by something.

From the looks of the angles of the shadows it appears to be the trim and the light source may be a ceiling light above (possibly the lighted RG area?)

If you look at it the 45 degree face matches the lighting of the yellow brushes furthest to the right.
ix-ir
Posts: 192
Joined: Wed May 16, 2007 9:43 pm

Post by ix-ir »

Looking at it again I think you're both right, it is just the upper lip of the plat preventing the only major light source (sky) reaching that face. The effect was so extreme it looked like a bug to me, I was expecting the bright seperation from the right adjacent face to continue onto that face but the lip perfectly covers it. I'll use some bounce or more small lights to soften it up a bit. Ta muchly. =)
poub_
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Joined: Sun Jun 25, 2006 8:50 pm

Post by poub_ »

That ledge/nook is too deep ;P (ix knows what I mean)
ix-ir
Posts: 192
Joined: Wed May 16, 2007 9:43 pm

Post by ix-ir »

If you mean the RG no, it's been trimmed as you suggested, the texture's been scaled.
poub_
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Joined: Sun Jun 25, 2006 8:50 pm

Post by poub_ »

ok ok i'll shut up <3
Shallow
Posts: 167
Joined: Wed Feb 09, 2005 1:58 pm

Post by Shallow »

Part of the trouble is that the yellow part is just a flat colour - if you have some grunge or noise in the texture then the lightmaps will blend into it and become less noticably jaggy than they are at the moment, so the weirdness caused by the those adjacent faces being on different lightmaps will be much less obvious.

(The texture at the top right might benifit from roughening up a bit too - looks quite clean compared to the rest of the ones - I noticed this in the other screens you posted btw, but got distracted from posting it)
Amphetamine
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Joined: Fri Feb 23, 2007 5:15 am

Post by Amphetamine »

Out of interest, have you tried making a phong shader for that texture so that those 3 faces are lit as a single surface?
ix-ir
Posts: 192
Joined: Wed May 16, 2007 9:43 pm

Post by ix-ir »

I'll give it a try.

Shallow: it's a gameplay map so my aim is to keep the textures fairly clean and simple.
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