DRS; Spike said q1 dynamic lights don't work in q3bsp.
One can use r_shadow_realtime_dlight 1 as a workaround (shadowless realtime dlights eat relatively little performance), but I agree there is room for improvement there. They could perhaps be tweaked.
And yeah, FTE's renderer is speedy. That's not to say DP isn't a great engine (I'm repeating myself here), but with large singleplayer maps I also notice FTE is just faster.
http://en.wikibooks.org/wiki/Q3Map2
Here's the q3map2 page.
Here's the build commands I use;
~/netradiant-1.5.0-20110429/install/q3map2.x86 -game qfusion -fs_basepath /home/jonas/quake/ -fs_game scouts -v -meta $1.map
~/netradiant-1.5.0-20110429/install/q3map2.x86 -game qfusion -fs_basepath /home/jonas/quake/ -fs_game scouts -vis -v -saveprt $1.bsp
~/netradiant-1.5.0-20110429/install/q3map2.x86 -game qfusion -fs_basepath /home/jonas/quake/ -fs_game scouts -light -patchshadows -v -fast -samplesize 8 -samples 4 -extradist 50 -dirty -nolightmapsearch $1.bsp
Here's my sky / sunlight shader:
Code: Select all
textures/map01/bluesky
{
qer_editorimage gfx/env/heather_up.tga
q3map_lightimage gfx/env/heather_up.tga
surfaceparm nodlight
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nomarks
skyParms gfx/env/heather - -
q3map_sunExt 1 1 1 200 130 65 1 16
q3map_lightmapFilterRadius 0 16
q3map_skylight 100 6
}
Here's the water shader using FTE's glsl water:
Code: Select all
textures/liquids/ftewater
{
qer_editorimage textures/map01/scuzzy_1.tga
qer_trans .5
q3map_globaltexture
surfaceparm trans
surfaceparm nonsolid
surfaceparm water
surfaceparm nolightmap
//cull disable
//deformVertexes wave 64 sin .25 .25 0 .5
{
map $refraction
}
{
map textures/map01/scuzzy_1_norm.tga // norm
}
{
map $reflection
}
// {
// map $ripplemap
// }
// {
// map textures/map01/scuzzy_1.tga // diffuse
// }
program altwater#REFLECT#FRESNEL=4 // 3,5
// #RIPPLEMAP
}
The ripplemap is commented out because it eats a lot of performance. Cull disable makes the water surface 2-sided. Still working on the water.
A warning about glsl water; having the water shader in different planes / angles / heights (eg waterfalls...) kills performance because additional reflections need to be rendered. It pays off to have the shiny water only on main bodies of water and only on the top surface / at the same height per area. Different water heights etc. in different areas are OK as long as they're not in the PVS at the same time.
One major caveat: q3bsp seems to be much more fickle about vis blocking. You can use both Radiant's portal viewer plugin and r_wireframe 1 in FTE to check your vis blocking (the latter also needs sv_cheats 1 set). Here's a good tutorial about hint brushes:
http://www.quake3world.com/forum/viewtopic.php?t=3620
Almost forgot: You can use Q3Radiant 202 to convert Quake 1 .maps to Q3. It will convert the lights/entities as well. You will need to "find and replace" the textures in a converted map using Radiant. You'll also need to tweak the lighting. Make sure to not use "wait" on any of your lights, Q3map2 has trouble with that. Spotlights will need to use targets, not the angle/mangle method that works in Q1.
You will want to install common.shader from your Q3 install and copy the related editor images over so you can properly use them in Radiant.
Good luck.