Talk:Lightmap: Difference between revisions

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::Thanks alot --[[User:Hipshot|Hipshot]] 22:26, 21 Jan 2006 (PST)
::Thanks alot --[[User:Hipshot|Hipshot]] 22:26, 21 Jan 2006 (PST)
:::For future readers, didn't seem to show the lightmap at all, no one of them. --[[User:Hipshot|Hipshot]] 00:34, 22 Jan 2006 (PST)
:::For future readers, didn't seem to show the lightmap at all, no one of them. --[[User:Hipshot|Hipshot]] 00:34, 22 Jan 2006 (PST)
::::Do you mean to just draw the lightmaps, and not any other texture pass, or do you just want an overlay showing the luxels? If you just want overlays of the luxels, use "mat_luxels 1", IIRC. You could probably disable all the other texture passes if you just want the lightmaps getting rendered and not the diffuse/normal/specular etc... Not sure how it would come out looking though. --[[User:ReNo|ReNo]] 02:47, 10 Jan 2007 (PST)

Revision as of 03:47, 10 January 2007

Any command to view the lightmap in game, similar to Q3As r_drawlightmap x maybe? --Hipshot 22:03, 21 Jan 2006 (PST)

Lightmap commands:—ts2do 22:25, 21 Jan 2006 (PST)

mat_filterlightmaps
mat_showlightmapcomponent
mat_showlightmappage
r_avglightmap
r_lightmap
Thanks alot --Hipshot 22:26, 21 Jan 2006 (PST)
For future readers, didn't seem to show the lightmap at all, no one of them. --Hipshot 00:34, 22 Jan 2006 (PST)
Do you mean to just draw the lightmaps, and not any other texture pass, or do you just want an overlay showing the luxels? If you just want overlays of the luxels, use "mat_luxels 1", IIRC. You could probably disable all the other texture passes if you just want the lightmaps getting rendered and not the diffuse/normal/specular etc... Not sure how it would come out looking though. --ReNo 02:47, 10 Jan 2007 (PST)