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Increasing Internal lightmap Size Up To 256

Posted: Wed Jun 20, 2007 2:58 am
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?"

Posted: Wed Jun 20, 2007 5:56 pm
by ^misantropia^
No.

Posted: Wed Jun 20, 2007 9:52 pm
by a13n
Ty.

Posted: Thu Jun 21, 2007 5:54 pm
by ^misantropia^
You're welcome. :)

And you might want to take a look at this.

Posted: Thu Jun 21, 2007 11:53 pm
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.

Posted: Fri Jun 22, 2007 2:03 pm
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. ;)

Posted: Sat Jun 23, 2007 10:30 am
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.

Re: Increasing Internal lightmap Size Up To 256

Posted: Tue Aug 07, 2007 3:11 am
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.

Re: Increasing Internal lightmap Size Up To 256

Posted: Tue Aug 07, 2007 3:18 pm
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.

Re: Increasing Internal lightmap Size Up To 256

Posted: Tue Aug 07, 2007 11:21 pm
by ix-ir
Ah ok, thanks. What are the lightmap artifacts and are they fixable?