You read my code?
Now, I'm not sure if I want to post it anymore... too much pressure
(jk)
My code should be getting lightstyles UNTIL it hits 255, just like you said many many pages back in this thread. if(maps < 4 && lightdata[maps] != 255). I am going to pursue the hard way that has no performance issues.
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It's a shame it would be such a pain in the butt to atlas lightmaps according to where they are in relation to an adjoined face. I ran weld on e1m1 and it got rid of a lot of data but, of course it destroyed lightmaps. I have a poly reduction script I want to try out but I can't run it properly without a fully connected mesh. Of course I can run it right now on the welded map but no matter what results I get they will be useless due to lightmap uvs being destroyed. One day I'm gonna turn a 15000 poly map into about 1000 polys with no visual difference between the 2. I don't really care if it's not a performance booster for me. To remove 14000 arbitrary vertices from a bsp could be a serious performance booster for somebody elses hobby engine. It could also be another way around upgrading limits. Plus it's just awesome.
Side note: I removed the little script that sorts faces according to size before sending them to be allocated and it broke every quake map. That little sort function is apparently quite necessary. I just sort by height, tallest first. My lightmap atlases are generally pretty compact. Maybe not "quake" compact due to me completely ignoring blocklights but, certainly not sprawled out. In the below atlas, black does not necessarily indicate a gap. I still have one shitty spot in jmappy where it's making completely black shadows (under the entire ledge on the red armor side of the map)

Hmmm, my code that draws the lightmap atlas to the smallest possible dimensions from (256, 512, 1024, 204
doesn't look like it's working. Surely that atlas could be at least one size smaller.
Edit, actually it is working. the next size down would be a quarter the size of that image and the maps would not fit.
one thing I like about external lightmaps are there editableness. One scenario is the secret doors in jmappy. Even after I suppressed dirt on the doors, the world around the door gets strange dirt. You can even exactly see these lines in the atlas above (if you know what you're looking for). I could just paint them out before release.


My code should be getting lightstyles UNTIL it hits 255, just like you said many many pages back in this thread. if(maps < 4 && lightdata[maps] != 255). I am going to pursue the hard way that has no performance issues.
-------
It's a shame it would be such a pain in the butt to atlas lightmaps according to where they are in relation to an adjoined face. I ran weld on e1m1 and it got rid of a lot of data but, of course it destroyed lightmaps. I have a poly reduction script I want to try out but I can't run it properly without a fully connected mesh. Of course I can run it right now on the welded map but no matter what results I get they will be useless due to lightmap uvs being destroyed. One day I'm gonna turn a 15000 poly map into about 1000 polys with no visual difference between the 2. I don't really care if it's not a performance booster for me. To remove 14000 arbitrary vertices from a bsp could be a serious performance booster for somebody elses hobby engine. It could also be another way around upgrading limits. Plus it's just awesome.
Side note: I removed the little script that sorts faces according to size before sending them to be allocated and it broke every quake map. That little sort function is apparently quite necessary. I just sort by height, tallest first. My lightmap atlases are generally pretty compact. Maybe not "quake" compact due to me completely ignoring blocklights but, certainly not sprawled out. In the below atlas, black does not necessarily indicate a gap. I still have one shitty spot in jmappy where it's making completely black shadows (under the entire ledge on the red armor side of the map)

Hmmm, my code that draws the lightmap atlas to the smallest possible dimensions from (256, 512, 1024, 204

Edit, actually it is working. the next size down would be a quarter the size of that image and the maps would not fit.
one thing I like about external lightmaps are there editableness. One scenario is the secret doors in jmappy. Even after I suppressed dirt on the doors, the world around the door gets strange dirt. You can even exactly see these lines in the atlas above (if you know what you're looking for). I could just paint them out before release.
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