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Lightmap with higher resolution (hmap2 + standard quake)

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JasonX Joined: 21 Apr 2009 Posts: 89 |

Posted: Thu Mar 25, 2010 5:53 pm Post subject: Lightmap with higher resolution (hmap2 + standard quake) |

Quick question guys: how can i have lightmaps with a higher resolution using hmap2 and standard quake?

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Lardarse Joined: 05 Nov 2005 Posts: 243 Location: Bristol, UK |

Posted: Thu Mar 25, 2010 6:26 pm Post subject: |

hmap2 -light -extra mapname or hmap2 -light -extra4x4 mapname _________________ <ekiM> Son, you're writing data structures your CPU can't cache.

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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Thu Mar 25, 2010 9:03 pm Post subject: |

lightmap resolution is 1/16th of the regular texture resolution. Scale your textures, scale your lightmaps. _________________ What's a signature?

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metlslime Joined: 05 Feb 2008 Posts: 177 |

Posted: Thu Mar 25, 2010 9:03 pm Post subject: |

Lardarse wrote:
hmap2 -light -extra mapname or hmap2 -light -extra4x4 mapname

These just enable supersampling, they will not create a higher-resolution result.
In normal quake engines, the lightmaps are set at 1 sample per 16 texels. So to get more lightmap density on a wall, you can scale down the textures in your map editor.
So for example, replace your 64x64 texture with a higher-res 128x128 version (must be in the wad file itself, not using external textures), then in your map editor set the texture scale to 0.5 on all walls that use that texture, and you will get higher lightmap density.

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mh Joined: 12 Jan 2008 Posts: 909 |

Posted: Fri Mar 26, 2010 10:14 am Post subject: |

2 things to be aware of before you do try this (this isn't for metl who already knows this...): Firstly, lightmaps are loaded into a "blocklights" array before being sent to OpenGL. This is hard-coded to a size of 18*18, and is dependent on the max surface extents. If you boost the lightmap density you will need an engine modification to either reduce the max surface extents or increase the size of blocklights, otherwise you'll risk overflowing the array.
Secondly, you can expect dynamic light modification to be a serious performance hit.
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
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JasonX Joined: 21 Apr 2009 Posts: 89 |

Posted: Fri Mar 26, 2010 2:09 pm Post subject: |

What about software rendering, does it have this limit?

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Fri Mar 26, 2010 7:19 pm Post subject: |

JasonX wrote:
What about software rendering, does it have this limit?

Actually, AFAIK this limit is due software render limitations (or, to be more exactly, with hardware constraints back in the software render only days).
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frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/

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metlslime Joined: 05 Feb 2008 Posts: 177 |

Posted: Fri Mar 26, 2010 7:21 pm Post subject: |

mh wrote:
2 things to be aware of before you do try this (this isn't for metl who already knows this...): Firstly, lightmaps are loaded into a "blocklights" array before being sent to OpenGL. This is hard-coded to a size of 18*18, and is dependent on the max surface extents. If you boost the lightmap density you will need an engine modification to either reduce the max surface extents or increase the size of blocklights, otherwise you'll risk overflowing the array.

To be clear, these are not caveats related to using my suggestion above, they only apply if you intend to modify the engine to get what you want.

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Fri Mar 26, 2010 8:26 pm Post subject: |

frag.machine wrote:
Actually, AFAIK this limit is due software render limitations

Or human limitations. How many people want to touch Abrash's crazy asm?
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