Lighting the Terrain
Terrain maps also require some rethinking about the way you light maps. Vertex Only If you are making a large terrain map, you should plan on making your terrain textures be lit by vertex lighting only. Lightmaps can quickly become far too large for the game to handle. Make sure your large terrain textures contain the following parameters: Surfaceparm nolightmap //signifies vertex lighting only. Q3map_novertexshadows //this is what keeps those caulk vis blockers from causing ugly shadows to form on your terrain. If you are using q3map_sun in your sky … Q3map_forcesunlight //this makes the light emitted by a q3map_sun parameter affect the vertex lit surface. Light Sources For outdoor maps, the obvious source of lighting ought to be the sky. The skies in the mpterra maps began with skies used in more conventional Team Arena maps, but were modified to better suit the needs of the terrain worlds.
The Light Grid This is discussed in detail under terrain-related Worldspawn features. One of the things that can add enough memory complexity to a large terrain map, enough to make it unplayable (read crash the game), is the light grid. Think of the light grid as a map for determining how to light entities in the world. It’s what makes player models appear to move in and out of shadows as they move through the world. It’s a nice effect, but costly in memory terms. For the largest maps in Q3:TA, we “traded down” to a less detailed light grid. Increasing the size of grid subdivisions from 32 units to 256 units did this. We experimented with smaller and larger grids and settled on 256 x 256 x 256 as the best size. Smaller and the grid became large and unwieldy. Larger (especially on the z dimension) and not enough light reached some of the entities. The details of this feature are noted below under Terrain-Related WorldSpawn Features. Back - Table of Contents - Terrain Worldspawn Features
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