Ugly lightmaps

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Thu May 25, 2006 8:44 pm

  • Hi!

    I made a basic test map with GTKRadiant. I compiled the map in "Ultra sharp shadows + phong shading" mode. I loaded my map in the game, but something is wrong: the edges of the lightmaps are ugly.

    A screenshots:

    Image

    A close-up:

    Image

    What did I do wrong?
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Fri May 26, 2006 2:01 pm

  • Hm. Doesn't look that bad to me.
    You could try to add _lightmapscale 0.25 or _lightmapscale 0.125 to your wolrdspawn-entity, but i doubt that it gets better this way.

    For more info or help regarding q3map2 and compile-switches check out this forum: http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewforum&f=8
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    Strahlemann
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Fri May 26, 2006 6:31 pm

  • The edge of the lightmap is purple, but I don't know why.

    I never seen that when I made maps for Quake 3 with the same GTKRadiang and Q3MAP2. :roll:
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Sun May 28, 2006 4:44 am

  • looks like you have high in-game gamma.
    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
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    tZork
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