Lightmap: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
mNo edit summary
Line 1: Line 1:
A '''lightmap''' is the surface on top of each face that stores all the lighting information of a face. Especially common in [[BSP]] based engines it is addativley applied to each face to produce the final lit effect.
A lightmap is the lighting data of each face. The stored light is then added to the face giving it brightness. Especially common in [[BSP]] based engines, it is applied additivley to each face to produce the final lit effect.




Determined during the [[vrad]] compile proccess lightmaps are only applied to brush faces as models are lit differently. The lightmap's value is the size of each pixel of light (luxel) that the lightmap stores. Smaller values means smaller luxels, thus a better resoultion and quality but higher files size and compile times. The lightmap resolution can be viewed within [[Hammer]] by altering the viewmode in the top right to lightmap. It can also be viewed and edited from the [[Hammer_Face_Edit_Dialog|Face Edit Dialog]].
Determined during the [[vrad]] compile proccess lightmaps are only applied to brush faces as models are lit differently. The lightmap's scale refers to the number of texture pixels per light pixel (luxel). Smaller values means more luxels, thus a better quality but larger BSP size and compile times. The lightmap resolution can be viewed within [[Hammer]] by altering the viewmode in the top right to lightmap. It can also be viewed and edited from the [[Hammer_Face_Edit_Dialog|Face Edit Dialog]].


==Related ConCommands==
==Related ConCommands==

Revision as of 13:49, 19 June 2006

A lightmap is the lighting data of each face. The stored light is then added to the face giving it brightness. Especially common in BSP based engines, it is applied additivley to each face to produce the final lit effect.


Determined during the vrad compile proccess lightmaps are only applied to brush faces as models are lit differently. The lightmap's scale refers to the number of texture pixels per light pixel (luxel). Smaller values means more luxels, thus a better quality but larger BSP size and compile times. The lightmap resolution can be viewed within Hammer by altering the viewmode in the top right to lightmap. It can also be viewed and edited from the Face Edit Dialog.

Related ConCommands

Examples

A lightmap scale of 4
A lightmap scale of 16
A lightmap scale of 64