Page 1 of 1

q3map2 lighting settings for final compile?

Posted: Thu Dec 23, 2010 9:02 am
by Eraser
What are the q3map2 settings you use for compiling -light for you map when you're ready to release it? Is there some sort of "optimum" configuration?

Re: q3map2 lighting settings for final compile?

Posted: Thu Dec 23, 2010 9:44 am
by DaEngineer
I guess you'll get very different answers to this question. I use

-light -dark -dirty -patchshadows -filter -bounce 3 -gamma 1.4

Leaving out -fast takes hours and hours more to compile, but it's really worth it. You've read about it here?

-dark creates darkened edges and creates more visual depth this way
-dirty darkens small gaps and cracks
-patchshadows is used to make patches cast shadows
-filter will smooth your lightmap. I think the outcome of -filter ist much much better than the one of -samples, even if most people will disagree with this. -samples sharpens your lightmap and can cause problems because of this. You can end up with too sharp edges on your lightmap instead of smooth transitions from color to color. -samples also elongates compile time and increases BSP size
-bounce 3 three bounce stages are enough when not using fast, because there is much more light data to compile and your map gets bright enough with three stages
-gamma 1.4 that's a value you have to figure out by yourself. I use 1.4 for some time now, it's not too bright but bright enough to make your lightmap look uniform and not like a dark cellar

Re: q3map2 lighting settings for final compile?

Posted: Thu Dec 23, 2010 3:13 pm
by cityy
I use

Code: Select all

-light -bounce 8 -dark -dirtdepth 32 -dirtscale 4 -dirty -fastbounce -patchshadows -samples 3 -scale 1.2 -shade -cpma //-threads 2

Re: q3map2 lighting settings for final compile?

Posted: Thu Dec 23, 2010 3:35 pm
by Eraser
-cpma?

Re: q3map2 lighting settings for final compile?

Posted: Thu Dec 23, 2010 3:37 pm
by cityy
Afaik, that's enhanced vertexlighting.

Re: q3map2 lighting settings for final compile?

Posted: Thu Dec 23, 2010 3:46 pm
by Eraser
I assume you need a newer version of q3map2 for that? I've never seen that switch before. -dirtdepth and -dirtscale are also new to me.

I currently use Q3Map2 v2.5.16

Re: q3map2 lighting settings for final compile?

Posted: Thu Dec 23, 2010 3:49 pm
by obsidian
Those switches are all available with Q3Map2 2.5.16 (well, I've never tried CPMA).

Re: q3map2 lighting settings for final compile?

Posted: Thu Dec 23, 2010 9:48 pm
by VolumetricSteve
-bsp -meta -patchmeta
-light -lightmapsize 1024 -bounce 12 -bouncegrid -export -lomem


everyday I remind my computer "it's a hard life"

Re: q3map2 lighting settings for final compile?

Posted: Fri Dec 24, 2010 9:36 am
by Eraser
lightmapsize 1024 eh? are you crazy?

Re: q3map2 lighting settings for final compile?

Posted: Fri Dec 24, 2010 11:06 am
by Hipshot
Solitude used this I think:

-bsp -meta -samplesize 16 -v
-vis -v -saveprt
-light -patchshadows -fast -dirty -dirtscale 1 -dirtdepth 16 -samples 6 -v -bounce 100 -threads 2

Re: q3map2 lighting settings for final compile?

Posted: Fri Dec 24, 2010 11:49 am
by Eraser
-samplesize 16 on -bsp?

Re: q3map2 lighting settings for final compile?

Posted: Fri Dec 24, 2010 12:05 pm
by ^misantropia^
It affects surface meta triangles. I think larger values result in fewer meta triangles.

Re: q3map2 lighting settings for final compile?

Posted: Fri Dec 24, 2010 12:55 pm
by Eraser
Oh, I thought that was a switch to be used in combination with -light? Or does it exist for both?

Re: q3map2 lighting settings for final compile?

Posted: Fri Dec 24, 2010 1:01 pm
by VolumetricSteve
Eraser wrote:lightmapsize 1024 eh? are you crazy?
for the purposes of my current employment, no. :)

-samplesize 16 on the bsp phase sets the q3map_samplesize shader parameter to 16 on all surfaces. It needs to be entered into the lightmap phase too afaik in order to work.

Re: q3map2 lighting settings for final compile?

Posted: Fri Dec 24, 2010 6:24 pm
by obsidian
Hipshot wrote:-bounce 100
It's a good thing Q3Map2 culls light traces, unless you are also using q3map_bounceScale 1000 or something.

Re: q3map2 lighting settings for final compile?

Posted: Thu Sep 22, 2011 2:29 am
by dghost77
Sorry to bring that old topic back up, I'm in the process of trying different settings for a final compile and I was wondering what would be your thoughts on lightmap and vertex lightning, the new settings in particular, the -cpma switch. Is it really much better than the previous switch of q3map? From what I understand, correct me if I'm wrong, I can compile a map with both settings, lightmap and cpma and only one of these 2 method will be loaded on the client side, based on the client q3 settings.