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?
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.
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.
ReD NeCKersoN wrote:ambient lighting
ReD NeCKersoN wrote:hint brushing
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