How to force q3map2 to keep samplesize at 16 on huge planar surfaces?
No, tessellating them wont help, it still bakes all them into one 128x128 lm texture.
Cant make the slices non-planar (think of a city square, it must be flat).
Not using -meta is not an option (or other stuff wont work).
-samplesize 16 doesnt do anything either.
If its possible at all...
How to force q3map2 to keep samplesize at 16 on huge surfs
How to force q3map2 to keep samplesize at 16 on huge surfs
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Re: How to force q3map2 to keep samplesize at 16 on huge surfs
Quake 3 will always render lightmaps to 128x128 lightmap pages, regardless of surface size. Some other games like Wolf:ET will support larger.
You can tessellate, but you'll have to apply a different shader on adjacent quads or offset the texture mapping by a fraction of a unit.
You can use external lightmaps, they can be larger in size, but they also have their own complications, for example here...
viewtopic.php?f=10&t=46294
You can tessellate, but you'll have to apply a different shader on adjacent quads or offset the texture mapping by a fraction of a unit.
You can use external lightmaps, they can be larger in size, but they also have their own complications, for example here...
viewtopic.php?f=10&t=46294
[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]
Re: How to force q3map2 to keep samplesize at 16 on huge surfs
q3map_lightmapSampleSize?
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Re: How to force q3map2 to keep samplesize at 16 on huge surfs
Tried that, doesn't work. (Lightmap coords are not dependant on diffuse texture coords)obsidian wrote:You can tessellate, but you'll have to apply a different shader on adjacent quads or offset the texture mapping by a fraction of a unit.
q3map_lightmapSampleSize 16 or q3map_nonplanar in shader didnt help either
still getting 'WARNING: surface too large for desired samplesize/lightmapsize/lightmapscale combination, increased samplesize from 16 to 164'
it refuses to pack the ground into several lightmap textures
Is the only solution doing external 1024 lightmaps ?
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