by Spike » Sat Dec 05, 2009 4:52 pm
in baker's stuff, I don't see the divide-by-3 for the lightmap offsets.
Also, that 'beam' brush in baker's screeny seems to have the same lined effects, as well on the walls.
Ah, right... step #13 is wrong. It greyscales it, but leaves it as 3-componant. Which is wrong.
What you should do is divide the surface lightmap offsets by 3, and average the 3 rgb lightmap values and scale them down.
so:
loadmodel->lightdata[i] = loadmodel->lightdata[i+1] = loadmodel->lightdata[i+2] = out;
becomes:
loadmodel->lightdata[i/3] = out;
but yeah, you need to divide the msurface_t lightofs field by 3 too, but only for halflife maps.
.