q3map_sunEXT shadow problem

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ykram
Posts: 7
Joined: Sun Jan 20, 2008 10:10 am

q3map_sunEXT shadow problem

Post by ykram »

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Last edited by ykram on Fri Jan 21, 2022 8:44 pm, edited 1 time in total.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: q3map_sunEXT shadow problem

Post by obsidian »

That's a pretty big value for q3map_lightmapFilterRadius, try something like 0 8. Other than that, I don't see anything glaringly wrong with the shader. Also check that you don't have any syntax errors in this or other shaders.

Reference:
Shader Lighting Experiment
Q3Map2 Shader Manual: Light Emitting Shaders
ykram
Posts: 7
Joined: Sun Jan 20, 2008 10:10 am

Re: q3map_sunEXT shadow problem

Post by ykram »

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Last edited by ykram on Fri Jan 21, 2022 8:44 pm, edited 1 time in total.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: q3map_sunEXT shadow problem

Post by obsidian »

If your revert back and comment out all the new changes, does it still work? You are using the latest version of Q3Map2, right?

The shader itself looks right, so I can't help thinking that something else is causing the problem for you.
ykram
Posts: 7
Joined: Sun Jan 20, 2008 10:10 am

Re: q3map_sunEXT shadow problem

Post by ykram »

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Last edited by ykram on Fri Jan 21, 2022 8:45 pm, edited 1 time in total.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: q3map_sunEXT shadow problem

Post by obsidian »

Curious... if you want, you can upload the entire shader file and I'll take a look at it.
ykram
Posts: 7
Joined: Sun Jan 20, 2008 10:10 am

Re: q3map_sunEXT shadow problem

Post by ykram »

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Last edited by ykram on Fri Jan 21, 2022 8:45 pm, edited 1 time in total.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: q3map_sunEXT shadow problem

Post by obsidian »

I tested the shader and it seems to work fine. But it looks like you solved it on your own. What was the problem?

For jagged shadow edges, try slowly increasing the filter radius value. Too much and you lose definition (your shadows will look like a big blur).

You can also combine this with an increased lightmap resolution which you can set per func_group, shader or globally using compile switches. But keep in mind that increased lightmap resolution increases your BSP size as well as taking up more texture memory, so there is a performance cost.
ykram
Posts: 7
Joined: Sun Jan 20, 2008 10:10 am

Re: q3map_sunEXT shadow problem

Post by ykram »

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Last edited by ykram on Fri Jan 21, 2022 8:44 pm, edited 1 time in total.
Strahlemann
Posts: 35
Joined: Fri Jan 13, 2006 6:45 pm

Re: q3map_sunEXT shadow problem

Post by Strahlemann »

Try using a value like 4 (higher res) or 8 (lower res) for the -samplesize switch during the bsp-stage of your compile.
sth. like:

Code: Select all

"G:\GtkRadiant1.5.0\q3map2.exe" -meta -samplesize 4 -v "G:\Quake III Arena\baseq3\maps\mymap.map"
Another option would be to add the _lightmapscale key to the worldspawn entity. Something like 0.125 should be really sharp, but beware of compile times then.

Code: Select all

_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in the world. Can be overridden in func_group (or other entities) (default 1.0).
Maybe that helps
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: q3map_sunEXT shadow problem

Post by obsidian »

Check out the links I posted above. I spent quite a bit of time documenting this and you can see the resulting changes in the screenshots.
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