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How to force q3map2 to keep samplesize at 16 on huge surfs

Posted: Sun Nov 27, 2011 11:36 am
by lightmill
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...

Re: How to force q3map2 to keep samplesize at 16 on huge surfs

Posted: Sun Nov 27, 2011 3:50 pm
by obsidian
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

Re: How to force q3map2 to keep samplesize at 16 on huge surfs

Posted: Sun Nov 27, 2011 7:53 pm
by Delirium
q3map_lightmapSampleSize?

Re: How to force q3map2 to keep samplesize at 16 on huge surfs

Posted: Mon Nov 28, 2011 2:08 am
by lightmill
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.
Tried that, doesn't work. (Lightmap coords are not dependant on diffuse texture coords)
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 ?