I use:
Code: Select all
-light -v -fast -patchshadows -dark -samples 3 -bounce 8
Though it just occurred to me I may have forgotten to turn off
-fast... hmm...
-threads 8
Used to use that too... but it turns out that
q3map2 automatocally finds out how many cores and hyperthreads are present under Windows 7 (64bit), making the switch redundant.
-bounce 100
Hmm... did you ever check how many bounces the light stage does? In my detailed maps it usually only does 4 bounces and has nothing to do at the 5th one... so 8 bounces is plenty.
-dirty
I had some issues with this in
AEdm7, when combined with the shaders used from Sock's Plants (from
Pyramid of the Magician)... so if you use models with more complicated shaders on them, take a closer look. And I seem to recall vaguely that
-filter, also caused some issues in this context... alas don't recall what exactly.
-gamma 1.1
I don't recall messing with gamma ever actually improved the quality of the lighting. It made everything mushy and undefined. But some of the artists here, Hipshot IIRC, actually were able to brighten their maps *and* make it look good.
-cpma -bouncegrid -bouncescale 1.5 -dirtscale 2
Never used any of these.
In Hipshot's and my
SolarAE we used:
-light -v -fast -patchshadows -samples 3 -bounce 8 -gamma 2.5 -compensate 3
Note the
compensate to help with the usage of
gamma.