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Devoted

All i wish is gone away..

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9th September 2009

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#31 8 years ago

Mace, give us some hints :D




Raz0r

Worse than most terrible

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27th September 2006

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#32 8 years ago

MaceCrusherMadunusus;5650880BSP and Q3map2 both support it, however JKA does not.

However, there is a method of "replacing" the lightmap on a certain surface using a shader file with a higher resolution one. I still keep forgetting to write a tutorial/video tutorial on how to do that :(

I'd like to know more about this for my game o.o Does the BSP format contain the regular low-resolution lightmap texture, but you use a hand-painted texture and a shader to map the original lightmap with your new texture?




Mr. Wonko

Addicted to GF

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24th September 2006

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#33 8 years ago
Raz0r;5652380I'd like to know more about this for my game o.o Does the BSP format contain the regular low-resolution lightmap texture, but you use a hand-painted texture and a shader to map the original lightmap with your new texture?

The lightmap lump in the .bsp is an array of 128*128 images in raw 24 bpp. A surface contains an index into that array while the vertices have lightmap UV coordinates.

The format however doesn't contain any information about the lightmap size that I'm aware of - you could of course increase the 128x128 size in both q3map2 and the bsp loader, but you'd have to somehow be able to tell the different bsp types apart, e.g. by changing the bsp version. (Xreal has its own bsp version as well, for example, though that's for 64 bit lightmap support.)

--edit-- Sorry, I kinda answered a different question here, going by memory instead of actually reading.




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All i wish is gone away..

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9th September 2009

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#34 8 years ago

Mace, imma gonna find u in hell to just ask you how to do the shit you did :D