Q1 light.exe that works with q3bsps?

Discuss the construction of maps and the tools to create maps for 3D games.
silverjoel
Posts: 52
Joined: Thu Sep 30, 2010 6:46 am

Post by silverjoel »

The lightstyles are stored in the q3bsp. That means you could probaly store the regular light info inside it as well. It's just a matter of importing it into the q3bsp. Again, this is for Darkplaces, maybe others that support the same. Triggers for turning lights on and off can be done, again with r_shadow_realtime_world turned on.
Goldgosting
Posts: 2
Joined: Wed Mar 02, 2011 5:44 am

Post by Goldgosting »

That's not true. Jedi Knight uses q3bsp and it has lightstyles from what I understand. Soldier of fortune 2 also uses lightstyles. It's not the q3bsp format, it's the light program.
q3bsp's light doesn't show up right in darkplaces. Lightstyles don't work and triggers to turn lights on and off don't work. So, I can't use q3map2. No one has adapted q1 light.exe to q3bsp?
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