Talk:Lightmap: Difference between revisions

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(Does lightmap increase polycount?)
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== Lightmap console commands ==
Any command to view the lightmap in game, similar to Q3As '''''r_drawlightmap x''''' maybe? --[[User:Hipshot|Hipshot]] 22:03, 21 Jan 2006 (PST)
Any command to view the lightmap in game, similar to Q3As '''''r_drawlightmap x''''' maybe? --[[User:Hipshot|Hipshot]] 22:03, 21 Jan 2006 (PST)


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::::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)
::::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)
== Does lightmap increase polycount? ==
I always wondered if ''yes'' or ''no'', reducing the lightmap size increases the polycount. One day, I made a test on a small testmap, and this is what came out :
* [http://tmp.logout.fr/bordelique/M-A/lightmap16.jpg Lightmap 16]
* [http://tmp.logout.fr/bordelique/M-A/lightmap8.jpg Lightmap 8]
* [http://tmp.logout.fr/bordelique/M-A/lightmap4.jpg Lightmap 4]
* [http://tmp.logout.fr/bordelique/M-A/lightmap2.jpg Lightmap 2]
* [http://tmp.logout.fr/bordelique/M-A/lightmap1.jpg Lightmap 1]
I'm wondering if it was just a particular case, or if it always do that. Because people never talk about this side effect of reducing the lightmap resolution. If that shouldn't do that, I believe we could use a default lightmap of 8 or even 4 instead of 16, couldn't we? (I don't care about the bsp size) --[[User:NykO18|NykO18]] 02:20, 1 Sep 2008 (PDT)

Revision as of 02:20, 1 September 2008

Lightmap console commands

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)

Does lightmap increase polycount?

I always wondered if yes or no, reducing the lightmap size increases the polycount. One day, I made a test on a small testmap, and this is what came out :

I'm wondering if it was just a particular case, or if it always do that. Because people never talk about this side effect of reducing the lightmap resolution. If that shouldn't do that, I believe we could use a default lightmap of 8 or even 4 instead of 16, couldn't we? (I don't care about the bsp size) --NykO18 02:20, 1 Sep 2008 (PDT)