Talk:Q3Map2/Light

I have found several discussions about -compensate, I will try to add more exactitude about this flag.


 * compensate N.N (default 1.0) for descaling lightmap/vertex/grid data to compensate for ingame overbrighting. 4.0 is a good value for Quake 3 if used in combination with -gamma 2.2

there are explanations of -gamma elsewhere in the forum, screenshost showing the effect are here. Basically, -gamma fixes the shittiness of the overbright color ramp,  the end result being a truer range of color. A side effect of -gamma is that overbrighting becomes extra extra gay. You can cheat that in vq3 with the -compensate switch. Use -compensate 4 and your -gamma map will look pretty in vq3 without forcing people playing it to turn r_overbrightbits off. If you're compiling for games/mods that don't use overbrighting, you don't have to worry about -compensate.
 * if you're compiling for vq3, you could use -gamma 2 and -compensate 4 in addition to that line, hipshot...


 * ydnar: -compensate compensates for r_mapOverbrightBits, not r_overbrightBits. The former controls lighting data scaling in the BSP, the latter sets screen gamma to set virtual overbrighting.

-meta -vis -light -fast -gamma 1.4 -compensate 3 -bounce 8 -samples 3 with the gamma and compensate, I think they make the lightmaps look better but your need to tweak your light values in your shaders and map entities to use them, probably lower them by about 40%, also I don`t think those two options slow the compiles down but I might be wrong about that.