question about lights and some of the q3map readout

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skinmaster
Posts: 102
Joined: Sat Feb 19, 2005 10:11 am

question about lights and some of the q3map readout

Post by skinmaster »

20454 total lights
798 culled lights <-----what "culls" a light/what is a culled light in comparison to an "unculled" one?
--- IlluminateRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (207)
8244372 luxels illuminated
71406 vertexes illuminated
--- IlluminateVertexes ---
0...1...2...3...4...5...6...7...8...9... (0)
107124 vertexes illuminated
1628518 lights plane culled <----culled by a plane.. does this mean 'hits one"?
114899221 lights envelope culled <------then this means????
0 lights bounds culled <---if they were to BE culled? and show up here... why or how?
0 lights cluster culled <----same as above
"Racism isn't born, folks, it's taught. I have a two-year-old son.
You know what he hates? Naps! End of list." - Dennis Leary
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: question about lights and some of the q3map readout

Post by obsidian »

First of all, you are probably running an older version of Q3Map2, my readout doesn't look anything like that and it's broken down into more details. Example:

Code: Select all

        5 light entities
--- SetupBrushes ---
        6 opaque brushes
--- SetupDirt ---
       48 dirtmap vectors
--- SetupSurfaceLightmaps ---
      133 surfaces
      133 raw lightmaps
        0 surfaces vertex lit
      133 surfaces lightmapped
      133 planar surfaces lightmapped
        0 non-planar surfaces lightmapped
        0 patches lightmapped
        0 planar patches lightmapped
--- SetupTraceNodes ---
      424 trace windings (0.11MB)
      831 trace triangles (0.07MB)
      432 trace nodes (0.03MB)
      217 leaf nodes (0.01MB)
        1 average windings per leaf node
       16 max trace depth
--- SetupGrid ---
Grid size = { 64, 64, 128 }
     3087 grid points
--- CreateLights ---
        5 point lights
        0 spotlights
        0 diffuse (area) lights
        0 sun/sky lights
--- SetupEnvelopes (fast) ---
        5 total lights
        0 culled lights
--- TraceGrid ---
0...1...2...3...4...5...6...7...8...9... (0)
21 x 21 x 7 = 3087 grid
        0 grid points envelope culled
        0 grid points bounds culled
--- MapRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (0)
    18170 luxels
    18058 luxels mapped
        0 luxels occluded
--- SetupEnvelopes (fast) ---
        5 total lights
        0 culled lights
--- IlluminateRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (0)
    18170 luxels illuminated
--- IlluminateVertexes ---
0...1...2...3...4...5...6...7...8...9... (0)
      531 vertexes illuminated
        0 lights plane culled
        0 lights envelope culled
        0 lights bounds culled
        0 lights cluster culled
--- StoreSurfaceLightmaps ---
Subsampling...collapsing...sorting...allocating...storing...projecting...done.
    18170 luxels used
    32768 luxels stored (55.45 percent efficiency)
        0 solid surface lightmaps
        7 identical surface lightmaps, using 4335 luxels
        0 vertex forced surfaces
        0 vertex approximated surfaces
        2 BSP lightmaps
        2 total lightmaps
        3 unique lightmap/shader combinations
Culled means to remove. Q3Map2 may remove lights or light volumes or light planes, etc. if it finds that it is unnecessary for various reasons, if they are behind surfaces for example. Generally speaking, those values should be zero, I have no idea why you have so many lights in total and why so many of them are culled. You may want to give your light placement a little more thought. Also, make sure surface lights that are hidden behind brush geometry is converted to caulk.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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Eraser
Posts: 19177
Joined: Fri Dec 01, 2000 8:00 am

Re: question about lights and some of the q3map readout

Post by Eraser »

He may have the latest version of q3map2 because that readout you get is caused by the -v (verbose) switch. Otherwise you get a more condensed readout like skinmaster posted.
skinmaster
Posts: 102
Joined: Sat Feb 19, 2005 10:11 am

Re: question about lights and some of the q3map readout

Post by skinmaster »

yeh i only cut and pasted the pertinant part
"Racism isn't born, folks, it's taught. I have a two-year-old son.
You know what he hates? Naps! End of list." - Dennis Leary
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