lighting q3

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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ANIMAL1988
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Joined: Tue Jan 16, 2007 10:37 pm

lighting q3

Post by ANIMAL1988 »

Image

How can i get rid of blotchy surfaces like the one shown above without having to make lots of lights?
ALMighty
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Post by ALMighty »

I'm not sure what you mean, but you can make it less dark by adding a _minlight value in the worldspawn entity.
H.Reaper
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Post by H.Reaper »

:shrug:

changing the lightmap resolution ?
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^misantropia^
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Post by ^misantropia^ »

obsidian
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Post by obsidian »

Looks more like Q3 settings rather than lightmap issue.

Check your Q3 game settings, particularly if you have it "optimized" for online play. You can restore your settings to default (backup/delete .cfg files) and then set your color bits and texture resolution to the highest settings.


As a general note to everyone else, _lightmapscale should be used sparingly and it is usually not the best solution to the problem as you would think. Most lightmap quality issues stem from luxel aliasing. The first solution is to enable lightmap antialiasing via -samples and _filter/_filterradius.

More info here
[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]
H.Reaper
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Post by H.Reaper »

Interresting topic,

thx Obsidian :icon14:
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Foo
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Post by Foo »

Looks like r_texturebits and r_colorbits are 16 and not 32
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broar
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Post by broar »

Start Quake3 :icon32:

SETUP -> SYSTEM

LMB: Texture Quality til it reads 32 bit
...do the same with Color Depth
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