Author Topic: Vis problem and lightgrid texture  (Read 2361 times)

Supertanker

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Vis problem and lightgrid texture
« 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?

Odin

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Re: Vis problem and lightgrid texture
« Reply #1 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.
« Last Edit: December 28, 2007, 07:05:58 pm by Odin »

gareth

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Re: Vis problem and lightgrid texture
« Reply #2 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.