Closed Vad1mCSO2 closed 3 months ago
It's already implemented by Uncle Mike in bsp30ext
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As for existing maps, I don't think it's possible to do anything with them.
I mean for existing maps
I think, this needs separate utility that change lightmap scales on map
After rescaling lightmap, need recalculate it with light/rad ulility Changing lightmap resolution with external lightmap is not possible now. Yes, it can be implemented somewhere else, for example, you can overload engine renderer with renderapi and load external lightmap lumps changing scale
I think, this needs separate utility that change lightmap scales on map After rescaling lightmap, need recalculate it with light/rad ulility Changing lightmap resolution with external lightmap is not possible now. Yes, it can be implemented somewhere else, for example, you can overload engine renderer with renderapi and load external lightmap lumps changing scale
No other utilities are needed for this. Map just can be recompiled with rad tool with desired resolution and maybe some other settings.
I think, this needs separate utility that change lightmap scales on map After rescaling lightmap, need recalculate it with light/rad ulility Changing lightmap resolution with external lightmap is not possible now. Yes, it can be implemented somewhere else, for example, you can overload engine renderer with renderapi and load external lightmap lumps changing scale
No other utilities are needed for this. Map just can be recompiled with rad tool with desired resolution and maybe some other settings.
I don't they are interested in maps for which they have rad files and all light entities intact. Vanilla HL for example does have all light entities, but not the rad files.
This feature can shadow realistic than default shadow Command used: gl_texture_nearest 1 and gl_lightmap_nearest 1