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InsideQC Forums • View topic - Improve lightmap resolution

Improve lightmap resolution

Discuss programming topics for the various GPL'd game engine sources.

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Re: Improve lightmap resolution

Postby mankrip » Wed Mar 21, 2012 1:07 am

If I recall correctly, r_ambient sets the minimum light value for the map.
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Re: Improve lightmap resolution

Postby mh » Wed Mar 21, 2012 2:03 am

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Re: Improve lightmap resolution

Postby r00k » Wed Mar 21, 2012 2:10 am

Cheat isnt an issue with light maps, a cheater would just remove light maps totally.
im just trying to raise the base definition of BLACK to somthing less like 10% ++
I guess how GB described it, Quake has a short lightmap palette.
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Re: Improve lightmap resolution

Postby mh » Wed Mar 21, 2012 2:25 am

r_ambient seems like what you want then; you can set the "clear to no light" step to clear to "(int) r_ambient.value << 8" instead of 0. The only tricksy thing is enabling changes at runtime; the way I did this was to have a global "lightproperty" and a "lightproperty" member of msurface_t; both ints. In R_BuildLightMap set "surf->lightproperty = lightproperty", in your check for lightmap modification add "if (surf->lightproperty != lightproperty)", and increment the global lightproperty by 1 everytime a light-related cvar changes. There are other ways that don't require rebuilding the lightmaps, but this was convenient as it enabled a lot of other cvars to be included in the system too.
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Re: Improve lightmap resolution

Postby metlslime » Wed Mar 21, 2012 6:58 pm

there is a feature called "minlight" which tells light.exe to enforce a minimum light value across the entire level. I don't know if it's a command line option or if you have to add "minlight" "x" to the worldspawn entity in your map file. From an artistic point of view, you should not use it -- it's better to hand-place additional dim lights to fill in black areas, simulating the bounce of lights off of neighboring surfaces. But if you're a programmer and just want an ugly, functional level, it works.
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Re: Improve lightmap resolution

Postby goldenboy » Wed Mar 21, 2012 11:06 pm

DM3's lighting is already ugly, and there are practically no "moody shadows" in there anyway, so a little ambient minlight won't make matters worse.

Here's a commandline I just tried (with AguirRe's light tool):

~/quake/tools/bjptools/bin/light -sunlight3 60 -light 20 -soft -extra4 dm3.bsp

Experiment with the value of -light as you see fit. Sunlight 3 is much the same thing, just applied to outdoor areas and areas close to sky only.

You can add -sunlight 250 if you want a more regular sunlight effect in the outdoor sections. Unfortunately you can't really angle the sun or do anything overly complicated, because there are a ton of point lights floating around to simulate the sun. You'd have to remove those and relight the map a little if you wanted a real improvement, but that'd require use of a map editor.

I never understood why the multiplayer community isn't just switching to Than's remake of DM3.

http://www.quaddicted.com/reviews/dm3rmx.html
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Re: Improve lightmap resolution

Postby frag.machine » Thu Mar 22, 2012 1:05 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Improve lightmap resolution

Postby goldenboy » Thu Mar 22, 2012 7:46 pm

I see nothing wrong with that. Personally I stopped using global minlight, because I want the full available range. But antilights also give you pitch black.

I do use local minlights (delay 4 or something, I forget) to help light really large areas like caves and so on. I have started using antilights to reintroduce black where I want it, usually to counteract the local minlight (or if there is very bright lighting from torches etc in a room, I might place antilights in certain corners to simulate shadows).

Relying only on minlight will give you an ugly level, true. I don't contest that.
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Re: Improve lightmap resolution

Postby r00k » Fri Mar 23, 2012 5:44 pm

[quote="goldenboy"
I never understood why the multiplayer community isn't just switching to Than's remake of DM3.

http://www.quaddicted.com/reviews/dm3rmx.html[/quote]

Hmm, thanks for the link, never saw this map! ;)
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