eukara on Nostr: npub1aa99y…yzyq8 a1batross Higher dynamic range lightmaps and automatic picking of ...
npub1aa99y3tarvaa8p8v2zuvt53xh734d9am4ylfsmpwrt3vvleasmgqxyzyq8 (npub1aa9…zyq8) a1batross (npub1s3y…9s4e) Higher dynamic range lightmaps and automatic picking of environment maps in the level (akin to Source) helps great with lighting, but we ripped out vertex lighting support. Instead we do allow manipulation of patches/curves their vertex colors which can be used for 4-way texture blending and other custom things. Lightstyles and dynamic lights are all done by the engine via rtlights. Making them part of the map format when you deal with the lightgrid etc. isn't wise.
Not so much of a technical change but a UX change but worth mentioning: Vmap also allows tighter control of light distance, backsplash and light entity keys from the Valve tools to make it easier for modders to migrate, as well as allow material-based lights to be manipulated via entities. That way you write less (or none) .shader-like files and avoid lots of duplicate materials with slightly different light intensity values as was often the case with Q3.
Not so much of a technical change but a UX change but worth mentioning: Vmap also allows tighter control of light distance, backsplash and light entity keys from the Valve tools to make it easier for modders to migrate, as well as allow material-based lights to be manipulated via entities. That way you write less (or none) .shader-like files and avoid lots of duplicate materials with slightly different light intensity values as was often the case with Q3.