A map by breli.
Please post comments here.
Please post comments here.

In comparison, one of the stock maps (wq_canyon) contains app. 2000 brushes (because the author understood how to use textures whereas I fiddled around for ages with small stuff). Additionally, portions of the map can be isolated by hint brushes. Thus, brushes that are invisible from the current player position are not drawn and performance increases. I tried to isolate the cave system but that didn't work because of the wells (and this is also the reason why I didn't improve the surroundings of the map like somebody suggested).
Anyway, the email explains how to brighten the map without making it too bright. Perhaps you could experiment with the procedure and send El Vakond the results for testing? Unfortunately, I am not sure what to do about vertex lighting for NightFort but I am sure there is a way to adjust that in the light stage of the compile. We will have to search some tutorials to find answers. I'm glad El Vakond brought that up so I can test my own project to see how it looks. I will let you know if I find any tips for compiling vertex light. As a side note, we had a blast playing your map! I expect it will be well received by wq3 fans. 
ReD NeCKersoN wrote: (increased lighting of the map with ambient) Perhaps you could experiment with the procedure and send El Vakond the results for testing?
. The ambient light feature, however, is not recommended:ReD NeCKersoN wrote: Unfortunately, I am not sure what to do about vertex lighting for NightFort but I am sure there is a way to adjust that in the light stage of the compile. We will have to search some tutorials to find answers.
. Since hint brushing is not going to help here, I am thinking about reducing the brush count without altering the visual appearance too much. For instance, the railing (which is made of brushes) can be replaced by the ladder texture like in the stock maps. Opaque textures, however, are although eating up performance. Does anybody have an idea (as a rule of thumb), how many brushes have to replaced in order to actually improve performance? As for the railing, 55 (brushes) * 4 (visible faces) * 2 (triangles) = 440 surfaces would be replaced. That's not going to boost performance, though
Probably I can chop down one or two trees, too.
breli wrote:I did a little research on the vertex lighting issue. As far as I understand this article:
http://shaderlab.com/q3map2/manual/
it should be possible to enable shadows even in vertex mode. There are probably two solutions: exclude vertex with the "novertex" switch in q3maptoolz OR force "better vertex" by using the settings q3map_vertexscale and q3map_vertexshadows.
Does anybody know something about this stuff? Compiling takes several hours so a plan would be a good idea instead of this trial-and-error thing![]()
breli
ReD NeCKersoN wrote:El vAkonD must have read my mind. I'm not sure if those switches are available in Spoon's q3map but I guess there is only one way to find out.
Quite confusing for a retard like me 
ReD NeCKersoN wrote:ambient lighting

ReD NeCKersoN wrote:hint brushing
At least there is no visible difference in vertex mode. Thus, I've no idea how I can improve the overall appearance for those who are playing in vertex mode.
. As for the moment, I am not able to solve this.Return to WQ3 Beta 2.1 Testing