External lightmaps

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External lightmaps

Postby divVerent » Sat Sep 13, 2008 12:03 pm

By default, lightmaps are limited to a size of 128x128 pixels, so at -samplesize 8, any surface larger than 1024 units cannot have full lightmap detail.

However, I added a feature to the engine to load external lightmaps as written by q3map2 when using -lightmapsize 512 (or even 1024).

To see how much visual difference it can make, see the following screenshots:

current:
Image

future:
Image

Also, as the lightmaps then are external image files, one could JPEG compress them, at the cost of some slight lightmap bleeding...
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby tZork » Sat Sep 13, 2008 1:00 pm

holy f... that´s nice, i wanted this for some time now. gj divVerent!

On a side note, will not this make deluxemaps more detailed too? and would it be safe to resize deluxemaps to say 256 while keeping lightmaps 512?
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby torus » Sat Sep 13, 2008 1:32 pm

Brilliant! I was thinking about this the other day! Now all we need is animated lightmaps :)
Image
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Postby tZork » Sat Sep 13, 2008 3:29 pm

to make it a bit clearer just how much this can mean for visual quality:

Both images compiled with identical settings except for -lightmapsize

with default 128x128 lightmaps:
Image

with 512x512 lightmaps:
Image



and with pimped tweakge:
Image
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
tZork
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Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

Postby Strahlemann » Sat Sep 13, 2008 4:26 pm

:D :D :D :D :D :D :D :D !!!!!!!
/me needs to shake div's hand.
/me needs to get back to mapping
/me is happy :D
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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Postby esteel » Sat Sep 13, 2008 11:03 pm

Thats very cool. I just hope there is a way to get those black spots fixed, they look really ugly. But the new sharp shadows are very cool. Almost makes me wish someone would redo all lightmaps :)
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Postby motorsep » Sun Sep 14, 2008 3:25 am

So how does the workflow look like? (to use external lightmaps with q3bsp)
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Postby esteel » Sun Sep 14, 2008 10:29 am

Just add the parameter -lightmapsize 512 (or 1024...) when compiling
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Postby divVerent » Sun Sep 14, 2008 4:48 pm

The black spots are not visible in game :P this is gl_lightmaps 1
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby motorsep » Sun Sep 14, 2008 7:07 pm

By external lightmaps I meant something like they describe in following interview: http://katsbits.com/htm/articles/age_of_conan/age_of_conan_making_of.htm
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