Tremulous Forum

Media => Mapping Center => Topic started by: Supertanker on December 27, 2007, 11:25:23 pm

Title: Vis problem and lightgrid texture
Post by: Supertanker on December 27, 2007, 11:25:23 pm
I've got an irritating problem with some light flares in my map (Besides the flickering suddenly when something passes in front of them, but that can't be helped). Basically, I have a large room that connects to a hall by a door. There are several light flares in the hall. When I'm in the hallway, I can see the flares in the hallway just fine. But in the big room, with the door open, I can NOT see the flares inside the hallway until I step just past the doorway. Then they suddenly appear. Also, with the door closed, the flares flicker on and off intermittently (through the door) as I walk around the big room. Very annoying.

Second, what does the lightgrid texture do in common/? And is it possible to force an ase model to be lightmapped? The big ship floating outside the window looks like shit with vertex lighting. :P

And last, as a curosity, does q3map_normalimage really work?
Title: Re: Vis problem and lightgrid texture
Post by: Odin on December 28, 2007, 03:28:47 am
To get models to be lightmapped, add "spawnflags 4" to it. Add "spawnflags 6" to get it to be solid as well.

Yes q3map_normalImage does work. You need a normalmap and the texture surface must be a low _lightmapscale to even be effective, otherwise it doesn't have any visible effect. q3map_normalImage is usually not worth it as a normalized lightmap usually doesn't look any different than a regular lightmap unless you use r_lightmap 1, which is a debugging cvar.
Title: Re: Vis problem and lightgrid texture
Post by: gareth on December 28, 2007, 10:12:53 am
flares seem hard to get right, playing with the params some more might help i guess, or you could just use a player facing patch if you dont care about them changing size.

lightgrid texture is used to specifiy the bounds of the lightgrid.