Tibuq
Tibuq
> This was done on purpose to make color correction work as with built-in lightmaps Are you saying, you made all maps using external lightmaps look way too bright **on...
The temporary workaround i found is to change the external lightmap paths (e.g. to /textures/lightmaps/) in the shader and move the lightmaps there. Now it behaves like a normal shader...
> Tbh the external lightmap 'hack' is just that, a hack. But iirc they can be loaded natively now? Might be, I don't know. But either way, the point is,...
>Both these maps **REQUIRE** the CNQ3 1.52 exes to run, otherwise they are dark as hell. Its due to a new way that external lightmaps are being processed. If you...
My suggested solution (q3map2 method) already satisfies all mappers. A 3rd renderer wouldn't fix the mentioned issues.
only if q3e devs agree to revert this change. otherwise there is no point. we will also need their help to understand which compiler keys would give the desired result.
> Well, 80 folders with external lightmaps is too much so I'm reverting to old behavior for now Across lvlworld and worldspawn, i find 52 various maps in addition to...
Ok, after some testing I realize that my suggested solution probably doesn't make sense. But I came up with another solution that produces identical lighting with internal and external lightmaps,...
What even is an 'incorrect shader'? If it achieves the desired result, it's good, no? I don't think you can get the same visual result by editing lm in paint...
lm tex coord are definitely usable and potentially useful for other things like masks. Btw when's the next release planned? Would be good to avoid more mappers using the recent...