lightmapFilterRadius and surfacelights

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obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

lightmapFilterRadius and surfacelights

Post by obsidian »

Cross posted from SplashDamage Q3Map2 Support Forums, but doesn't seem as if many people are there anymore:
http://www.splashdamage.com/index.php?n ... ic&t=11910
Maybe I'm doing something silly, or maybe something else, but I can't seem to get lightmapFilterRadius working with ordinary surfacelights.

Part of the shader:

Code: Select all

textures/obsidian_purity/light
{
   q3map_backSplash 0 8
   q3map_lightRGB 1 1 1
   q3map_lightSubdivide 64
   q3map_lightmapFilterRadius 0 8
   q3map_surfaceLight 3000
   surfaceparm nomarks
   {
      ... texture stages
   }
}
I tried adding q3map_lightmapFilterRadius to the shadow receiving surface (all the non-light emitting textures) and it seems to work, but this isn't a good idea since it means that basically all surfaces in the map will have filtered lightmap shadows, whereas adding it to the surfacelight shaders will mean that only surfaces within range of the surfacelight will be filtered.
Currently, I don't get any filtering at all, it's as if I didn't have lightmapFilterRadius at all. IIRC, it does work on surfacelights as well as sun/sky lights.
[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]
ydnar
Posts: 36
Joined: Fri Dec 15, 2000 8:00 am

Post by ydnar »

That's odd. lightmapFilterRadius should work for all lightsources...
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

On the other forum, Fracman is getting similar results, no lightmap filtering with surfacelights - so at least it's not just me doing something silly.

Here's a screenshot using the shader above with r_lightmap 1:
Image

... and the way it should look like with lightmapFilterRadius 8 0 on the non-light-emitting (wall) shaders, forcing lightmap filtering on all lightmaps.
Image

The other issue that I'm dealing with has to do with ambient occlusion. It creates some odd results along the edges where surfacelights meet the other surfaces. I was wondering if there's any clever workaround.

With -dirty:
Image

Without -dirty:
Image
[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]
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

Do those brushes butt up to each other and don't overlap?
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obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

I map clean. No overlapping.
[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]
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