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lighting q3
Posted: Sun Feb 18, 2007 5:08 pm
by ANIMAL1988
How can i get rid of blotchy surfaces like the one shown above without having to make lots of lights?
Posted: Thu Feb 22, 2007 5:51 am
by ALMighty
I'm not sure what you mean, but you can make it less dark by adding a _minlight value in the worldspawn entity.
Posted: Thu Feb 22, 2007 11:07 am
by H.Reaper
changing the lightmap resolution ?
Posted: Thu Feb 22, 2007 1:51 pm
by ^misantropia^
Posted: Thu Feb 22, 2007 3:26 pm
by obsidian
Looks more like Q3 settings rather than lightmap issue.
Check your Q3 game settings, particularly if you have it "optimized" for online play. You can restore your settings to default (backup/delete .cfg files) and then set your color bits and texture resolution to the highest settings.
As a general note to everyone else, _lightmapscale should be used sparingly and it is usually not the best solution to the problem as you would think. Most lightmap quality issues stem from luxel aliasing. The first solution is to enable lightmap antialiasing via -samples and _filter/_filterradius.
More info
here
Posted: Thu Feb 22, 2007 5:25 pm
by H.Reaper
Interresting topic,
thx Obsidian :icon14:
Posted: Thu Feb 22, 2007 5:39 pm
by Foo
Looks like r_texturebits and r_colorbits are 16 and not 32
Posted: Thu Feb 22, 2007 8:56 pm
by broar
Start Quake3 :icon32:
SETUP

SYSTEM
LMB: Texture Quality til it reads 32 bit
...do the same with Color Depth