how to the hell do i fix anti-aliasing on lightmap shaders???
[lvlshot]http://i.imgur.com/RJLvcSG.jpg[/lvlshot]
my compile is....
-meta -samplesize 4 -v
-vis -saveprt -v
-light -filter -dirty -fast -thresh .3 -samples 6 -samplesize 4 -shade -v
wheres teh AA!?
wheres teh AA!?
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Re: wheres teh AA!?
Are you finding your lightmaps pixellated? I can't see any issues with that in the screenshot.
Or do you mean the antialiasing of those thin teal trims? Not much you can do about that since Q3 doesn't do any edge antialiasing. You may have a driver controlled option to force FXAA locally on your computer.
Or do you mean the antialiasing of those thin teal trims? Not much you can do about that since Q3 doesn't do any edge antialiasing. You may have a driver controlled option to force FXAA locally on your computer.
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Re: wheres teh AA!?
thx... had to disable FXAA
[lvlshot]http://i.imgur.com/paWfZIR.jpg[/lvlshot]
[lvlshot]http://i.imgur.com/paWfZIR.jpg[/lvlshot]
[url=https://github.com/Garux/netradiant-custom]NRC[/url]
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[url=http://ws.q3df.org/]Q3 Map Archive[/url]
Re: wheres teh AA!?
I normally wouldnt go off topic but I see in his compile he is using the samplesize switch. I used it a couple of times because I was under the impression that it could give a better
final result. Then I read this and now cant decide if using the switch is a good thing or not.
-samplesize <N>
Writes the prescribed samplesize argument to the .srf surface file. The .srf file (and thus -samplesize) affects the -light phase of compile. A lower -samplesize value produces more sharply defined lightmaps. The default samplesize is 16; a samplesize value of 8 produces a blurry, but good quality compile, suitable to call "final" if you aren't looking for extreme detail. A value of 4 produces a more detailed one, but small artifacts may start appearing occasionally. A samplesize value of 1 produces the most possible detailed lightmap, but also creates "stadium lights" artifacts, a much larger BSP file size and lower game performance.
Note that the .srf surface file is generated by the -bsp phase of the compile, so -samplesize must be added to the -bsp phase aswell as to the -light phase to make any effect.
final result. Then I read this and now cant decide if using the switch is a good thing or not.
-samplesize <N>
Writes the prescribed samplesize argument to the .srf surface file. The .srf file (and thus -samplesize) affects the -light phase of compile. A lower -samplesize value produces more sharply defined lightmaps. The default samplesize is 16; a samplesize value of 8 produces a blurry, but good quality compile, suitable to call "final" if you aren't looking for extreme detail. A value of 4 produces a more detailed one, but small artifacts may start appearing occasionally. A samplesize value of 1 produces the most possible detailed lightmap, but also creates "stadium lights" artifacts, a much larger BSP file size and lower game performance.
Note that the .srf surface file is generated by the -bsp phase of the compile, so -samplesize must be added to the -bsp phase aswell as to the -light phase to make any effect.
Re: wheres teh AA!?
I dunno who wrote that, but they are most certainly drunk/on drugs, there is no accuracy in that description at all. Those artifacts described have little to do with -samplesize and more likely have to do with other variables that the person was simultaneously experimenting with.
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Re: wheres teh AA!?
http://en.wikibooks.org/wiki/Q3Map2/Lightobsidian wrote:I dunno who wrote that, but they are most certainly drunk/on drugs, there is no accuracy in that description at all. Those artifacts described have little to do with -samplesize and more likely have to do with other variables that the person was simultaneously experimenting with.
[url=https://github.com/Garux/netradiant-custom]NRC[/url]
[url=https://defrag.racing/]Defrag[/url]
[url=http://ws.q3df.org/]Q3 Map Archive[/url]
[url=https://defrag.racing/]Defrag[/url]
[url=http://ws.q3df.org/]Q3 Map Archive[/url]