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				How to force q3map2 to keep samplesize at 16 on huge surfs
				Posted: Sun Nov 27, 2011 11:36 am
				by lightmill
				How to force q3map2 to keep samplesize at 16 on huge planar surfaces? 
No, tessellating them wont help, it still bakes all them into one 128x128 lm texture.
 Cant make the slices non-planar (think of a city square, it must be flat).
 Not using -meta is not an option (or other stuff wont work).
-samplesize 16 doesnt do anything either.
If its possible at all...
			 
			
					
				Re: How to force q3map2 to keep samplesize at 16 on huge surfs
				Posted: Sun Nov 27, 2011 3:50 pm
				by obsidian
				Quake 3 will always render lightmaps to 128x128 lightmap pages, regardless of surface size. Some other games like Wolf:ET will support larger.
You can tessellate, but you'll have to apply a different shader on adjacent quads or offset the texture mapping by a fraction of a unit.
You can use external lightmaps, they can be larger in size, but they also have their own complications, for example here...
viewtopic.php?f=10&t=46294
			 
			
					
				Re: How to force q3map2 to keep samplesize at 16 on huge surfs
				Posted: Sun Nov 27, 2011 7:53 pm
				by Delirium
				q3map_lightmapSampleSize?
			 
			
					
				Re: How to force q3map2 to keep samplesize at 16 on huge surfs
				Posted: Mon Nov 28, 2011 2:08 am
				by lightmill
				obsidian wrote:You can tessellate, but you'll have to apply a different shader on adjacent quads or offset the texture mapping by a fraction of a unit.
Tried that, doesn't work. (Lightmap coords are not dependant on diffuse texture coords)
q3map_lightmapSampleSize  16 or q3map_nonplanar in shader didnt help either
still getting 'WARNING: surface too large for desired samplesize/lightmapsize/lightmapscale combination, increased samplesize from 16 to 164'
it refuses to pack the ground into several lightmap textures 
Is the only solution doing external 1024 lightmaps ?