What I am looking for, is a method to bake high resolution lightmaps in blender using its fantastic radiosity renderer. The idea is to have lightmaps for the sun, and realtime lights for artificial lights. Seen this method done before, and it always looks superb.
qfusion and FTEQW support FBSP afaik, which seems to give much better results (Judging from what I've seen) than using q3bsp in Darkplaces. There is the idea of using a shader to load the external lightmaps, but I'm not sure how to do this. And also, with this method I think it would be quite inefficient if I have only a small outside area with lightmaps, and the rest was underground with realtime lights (Would be just black lightmap textures?)
If this can't easily be done with DP, then what sort of settings with q3map2 will give decent, realistic radiosity without jaggies or other ugly artifacts? Don't care about compiling time (Unless it's over 1 week on an core i7
).
Thank you very much for the responses.
qfusion and FTEQW support FBSP afaik, which seems to give much better results (Judging from what I've seen) than using q3bsp in Darkplaces. There is the idea of using a shader to load the external lightmaps, but I'm not sure how to do this. And also, with this method I think it would be quite inefficient if I have only a small outside area with lightmaps, and the rest was underground with realtime lights (Would be just black lightmap textures?)
If this can't easily be done with DP, then what sort of settings with q3map2 will give decent, realistic radiosity without jaggies or other ugly artifacts? Don't care about compiling time (Unless it's over 1 week on an core i7

Thank you very much for the responses.
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