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Any serious FPS disadvantage to using blank_lightmap?

Posted: Sat Feb 21, 2004 4:59 am
by BirdsofaFeather
Obviously caulk and blank_lightmap look the same in radiant, but when I started this map at first I wasn't as careful about selecting the right one as I am now, and parts of my map may be done with blank_lightmap instead of caulk. Is there any problems with FPS that blank_lightmap would cause?

And I suppose second part, is there a way (in radiant, plugin, etc) to convert all the blank_lightmap textures to caulk (if indeed blank_lightmap was causing a problem) without changing them all manually. Thanks in advance.

lightmap

Posted: Sat Feb 21, 2004 6:50 am
by tltrude
I don't know, but I do know how you can find out. Go around your map and check the fps while standing in corners, or any spots you can find again. Then open your .map file with Wordpad. Using the replace feature, replace "common/blank_lightmap" with "common/caulk" and save. Then compile and check the fps at the same spots.

The shaders for the two textures are totally different, but I still don't know what blank_lightmap is for.

Code: Select all

textures/common/caulk
{
	qer_editorimage textures/common/caulk.tga // needed for recognition by the fence tracing system
	qer_keyword utility
	surfaceparm nodraw
	surfaceparm nomarks
}

Code: Select all

textures/common/blank_lightmap
{
	qer_editorimage textures/common/caulk.tga
	{
		map $whiteimage
		nextbundle
		map $lightmap
	}
}

Posted: Sat Feb 21, 2004 7:28 am
by BirdsofaFeather
will do, thanks tltrude.