Lightmap (GoldSrc)
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Note: In vanilla
GoldSrc, lightmap scale is always 1 luxel for every 16 texels (not units), regardless of texture scale. This means that smaller texture scales will result in allocblock being used up faster.
Note: Each compiled brush polygon can host a maximum of 15x15 luxels (240x240 texels) . HLBSP will chop faces to get extra luxels on if it needs to.
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A lightmap is a generated texture applied to brush faces to simulate lighting. The color values in the surface's diffuse or albedo are multiplied by the color values in its lightmap.
Lightmaps are created by QRAD (or HLRAD) each time a map is compiled.
Code Fix: A custom renderer can use the DecoupledLM BSPX lump to store higher resolution lightmaps separate from texel scale; ericw-tools can create GoldSrc BSPs with this lump.