Lightmaps with models

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
lukesmith
Posts: 21
Joined: Sat Aug 20, 2011 8:14 pm

Lightmaps with models

Post by lukesmith »

I understand that gtkradiant will calculate shadows cast by models (md3, obj, etc) during the lighting phase. I was just wondering, will gtkradiant also create a lightmap for the model? using the uv coordinates of the model, so that static models can all be lit in the same way as the level geometry?
User avatar
DaEngineer
Posts: 213
Joined: Fri May 28, 2010 2:30 pm
Location: Germany
Contact:

Re: Lightmaps with models

Post by DaEngineer »

You have to add the key "spawnflags" to the model via the entity menu (N-key while model is selected) and give it a value of "4".
Website: https://victorkarp.com
LvLWorld: https://lvlworld.com/author/DaEngineer
YouTube: https://youtube.com/@victorkarp
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Lightmaps with models

Post by obsidian »

Just beware that most models will actually look better vertex lit. Lightmapped models only look good on models with large planar surfaces like terrain. First, lightmaps are projected axially; second, on most models with a relatively high level of tessellations and vertexes will actually have a better lighting fidelity than a comparatively lower resolution lightmap.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
lukesmith
Posts: 21
Joined: Sat Aug 20, 2011 8:14 pm

Re: Lightmaps with models

Post by lukesmith »

I was thinking along the lines that if all static models are lightmapped I can gain even more speed by not having to calculate lighting for them and not having to calculate shadows they recieve from the level geometry. Ill try using a larger lightmap size for models and see how it looks.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Lightmaps with models

Post by obsidian »

Errr... vertex lighting is less system intensive than lightmaps. That's why Q3 has the option to turn off lightmaps and revert to vertex light only on lower end (circa 1999) systems.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
lukesmith
Posts: 21
Joined: Sat Aug 20, 2011 8:14 pm

Re: Lightmaps with models

Post by lukesmith »

Im not doing this for quake3 but for a renderer that I have developed. So I thought it worth experimenting with lightmapping the staticmeshes otherwise any shadows that fall on the staticmesh would have to be calculated in realtime.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Lightmaps with models

Post by obsidian »

Ah, I see.

You may also need to play around with q3map_shadeAngle and q3map_lightmapMergable in the shader.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
lukesmith
Posts: 21
Joined: Sat Aug 20, 2011 8:14 pm

Re: Lightmaps with models

Post by lukesmith »

Oh great thanks.
Post Reply