External lightmaps

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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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    divVerent
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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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    tZork
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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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    torus
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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.
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    tZork
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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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    Strahlemann
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Sat Sep 13, 2008 11:03 pm

Sun Sep 14, 2008 3:25 am

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

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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    divVerent
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Sun Sep 14, 2008 7:07 pm

Sat Sep 20, 2008 1:25 pm

  • I would suppose basicly each map in Nexuiz would gain from those bigger light maps without costs (well when the next release is out and you have an engine that supports this change)
    Does anyone have time to take radiant and recompile each map with big external light maps (and maybe test it in a development engine)??
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    esteel
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Sat Sep 27, 2008 10:05 am

  • Stormkeep:

    before:
    Image

    after:
    Image
    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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    divVerent
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Sat Sep 27, 2008 10:46 am

Sat Sep 27, 2008 11:32 am

  • Just a noob question. Do these lightmaps have an effect on player models? Like when you're walking through shadow your character gets shadowed and stuff?
    As long as overbright skins are disabled of course.
    I'M BATMAN!
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    HarryButt
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Sat Sep 27, 2008 12:05 pm

  • Sure, indirectly, but that is not more sharp now. The light grid stayed at the same resolution, as it would otherwise take up MUCH more space.
    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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    divVerent
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Wed Nov 12, 2008 8:14 pm

  • o...m...g... thats AWESOMEO.O
    im...im......Great Work divVerent
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    Sven
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Wed Jan 21, 2009 3:23 pm

  • i like these screenshots a lot - massive improvement, keep up the good work :)
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    fabz0r
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