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Defined shadows and sun rays Rate Topic: -----

#1 User is offline   Kolossus Icon

  • Account: kolossus
  • Joined: 28-September 10
  • Posts: 386

Posted 18 June 2014 - 02:07 PM

How does it work to make more defined shadows? Does it affect performance in some way? I know it affects compile times, but I was wondering about the other.

Also, how sharp can they get?

Another issue is, can we make a sort of sunray/spotlight cone visible, as in those that come in from windows and such?

Thank you!


#3 User is offline   ottone Icon

  • Account: ottone
  • Main tag: =IvN=
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  • Joined: 26-December 10
  • Posts: 63

Posted 18 June 2014 - 02:27 PM

Q3 engine only handle 128x128 lightmap; to break this, try this shader:


textures/my_dir/my_texture_hi_res_lightmap
{
q3map_lightmapSize 1024 1024
q3map_lightmapsamplesize 16
q3map_lightmapBrightness 2.0
{
tcgen lightmap
map $lightmap
rgbGen identity
}
{
map textures/my_dir/my_texture.jpg
blendFunc filter
}
}

after try this key for worldspawn:
_lightmapscale .5 or
_lightmapscale .25 or
_lighmapscale .125 or
_lightmapscale .0625 (huge compile time)

This post has been edited by ottone: 18 June 2014 - 04:47 PM


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