Increasing Internal lightmap Size Up To 256

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a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Increasing Internal lightmap Size Up To 256

Post by a13n »

Hi.
I(a premiere n00b) was just struggling with q3 source to achieve better mapping environment.
1stly I increased animmapable texture counts up to 256.
Then I increased lightmap size in bsp up to 256 by editting the files in renderer directory and modifying the equivalent parts of q3map(soundv.c & lightv.c for vlight).
Each change was limited to only the definition of the lightmap size. (LIGHTMAP_SIZE)

After compiling quake3.exe and q3map.exe, I baked sample map to see everything went well.
The result was miserable - the lightmap size still remained 128x128 and in game they were not maped properly.

So my Y/N question is
"Isn't it so simple to change the resolution of internal lightmap?"
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

No.
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

Ty.
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

You're welcome. :)

And you might want to take a look at this.
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

The link to your diff file is dead.
Does this mean you deleted it because it turned out to be non-functional?

What I don't really get is the behaviour of q3map2 that it doesn't automatically write a custom shader file [q3map_mapname.shader] when using -lightmapsize argument, while it does for manually written custom shaders.

edit:
I also changed LIGHTMAP_WIDTH & LIGHTMAP_HEIGHT in qfiles.h, just in vain.
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

Shucks. No, the patch worked (after a fashion) but it was hosted on a domain I dropped and apparently I don't have it in local storage (i.e. my hard drive) anymore. :(

But it ain't that hard to do, at the core it's a matter of properly uploading the lightmap to the GPU (it's nothing but a texture after all).

On a side note, I have a patch for anaglyph support (stereoscopic view) if you want it. ;)
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

^misantropia^ wrote:Shucks. No, the patch worked (after a fashion) but it was hosted on a domain I dropped and apparently I don't have it in local storage (i.e. my hard drive) anymore. :(
:icon22:
But it ain't that hard to do, at the core it's a matter of properly uploading the lightmap to the GPU (it's nothing but a texture after all).
O.K.
I'll take my time.
On a side note, I have a patch for anaglyph support (stereoscopic view) if you want it. ;)
No, thanks. :icon31:

edit:
It(internal 256x256 lightmap) had already worked.
I was silly enough to check the result by exporting lightmaps via q3map2 which always forces the size of 128x128 even if stored as 256x256 in a bsp.
ix-ir
Posts: 192
Joined: Wed May 16, 2007 9:43 pm

Re: Increasing Internal lightmap Size Up To 256

Post by ix-ir »

What is the benefit of increasing the lightmap texture size? The artifacts issue would surely be better off fixed rather than reduced by larger light map textures having fewer seams.
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: Increasing Internal lightmap Size Up To 256

Post by ^misantropia^ »

It allows for finer details on the lightmap. It's mostly a cosmetic feature and only useful (I think) if you use q3map2 to import/export lightmaps and draw on them yourself.
ix-ir
Posts: 192
Joined: Wed May 16, 2007 9:43 pm

Re: Increasing Internal lightmap Size Up To 256

Post by ix-ir »

Ah ok, thanks. What are the lightmap artifacts and are they fixable?
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