I might have two solutions to the overbright lightburn problem.
The first is that I put boddo's shader on every texture in jk2 to prevent that overbright lightburn that happens so easily in jk2 but not in jka.
Here's the shader
Quote:
textures/duelroom/base_ceiling
{
qer_editorimage textures/duelroom/base_ceiling
{
map $lightmap
rgbGen identityLighting
}
{
map textures/duelroom/base_ceiling
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identityLighting
}
}
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However, I may have found another good solution to the problem just now. I was reading over the features of netradiant, a competitor to gtkradiant I guess, and I found the "Lightmap exposure" compile command since it has its own compiler.
Here's what it does
Quote:
The q3map2 light compile parameter -exposure changes the handling of overbright pixels to look more realistic. Try values like -exposure 200! The higher the value, the darker the result gets.
It is most interesting if you intentionally put colored lights of a far too high light value in your map.
This feature was contributed by the Urban Terror team.
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I haven't tested this program yet since I'm using that shader that I like but in the future someone may want to try this out.