Editing Lightgrid

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{{need screenshot}}
 
{{grammar}}
 
 
A three-dimensional data structure used to store static lighting on models. Lightgrid are created during [[LIGHT phase]] each time map is compiled.
 
A three-dimensional data structure used to store static lighting on models. Lightgrid are created during [[LIGHT phase]] each time map is compiled.
  
====How it works====
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=== How it works ===
  
 
Each cell of lightgrid stores this information:
 
Each cell of lightgrid stores this information:
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* Diffuse RGB
 
* Diffuse RGB
  
When rendered, entity sample it's position at lightgrid and get average ambient and diffuse components to be applied during shading. Any entity that doesnt use lightmaps and not fullbright, is, by default, lit with lightgrid.
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When rendered, entity sample it's position at lightgrid and find average ambient and diffuse components to be applied during shading. Any entity that doesnt use lightmaps and not fullbright is lit with lightgrid.
  
====Resolution====
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=== Resolution ===
Lightgrid resolution on a particular map comes from it's bounds and cell size.
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Default lightgrid cell size in game units is '64 64 128'. It can be customized with "gridsize" [[worldspawn]] key. Most of Blood Omnicide maps using lightgrid size '32 32 32' or '32 32 64'.  
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Lightgrid resolution on a particular map comes from the lightgrid bounds and cell size.
  
{{important|Do not use too small cell size because amount on memory and time it takes to calculate grows geometrically.}}
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Default lightgrid cell size in game units is '64 64 128'. It can be customized with "gridsize" worldspawn key. Most of Blood Omnicide maps using lightgrid size '32 32 32' or '32 32 64'.
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'''IMPORTANT NOTE''': Do not use too small cell size because amount on memory and time it takes to calculate grows geometrically.
  
 
Often map bounds is much bigger than the space players and NPC can walk in. To not waste memory and reduce map compile time, level designer should place a brush covered by [[Common materials | common/lightgrid]] material. That brush will set the area where lightgrid will be calculated and applied.
 
Often map bounds is much bigger than the space players and NPC can walk in. To not waste memory and reduce map compile time, level designer should place a brush covered by [[Common materials | common/lightgrid]] material. That brush will set the area where lightgrid will be calculated and applied.
  
====Corrections====
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=== Corrections ===
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Sometimes lightgrid is lighter or darker that the rest of environments which makes entities to look out of the place.  
 
Sometimes lightgrid is lighter or darker that the rest of environments which makes entities to look out of the place.  
  
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* ambient scale: scales ambient RGB component
 
* ambient scale: scales ambient RGB component
  
==Console variables==
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== Console variables ==
{{cvar|r_ambient|adds intensity to lightmap and lightgrid. Positive values makes map brighter (note: manual edit of this cvar via console does not work in Blood Omnicide, as cvar is controlled by gamecode).}}
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{{cvar|r_fullbright|disables static lighting.}}
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* r_ambient - adds intensity to lightmap and lightgrid. Positive values makes map brighter (note: does not work on some Blood Omnicide locations).
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* r_fullbright - disables static lighting.
  
==See also==
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== See also ==
* [[Darkplaces lighting]]
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* [[Lightmap]]
 
* [[Lightmap]]
* [[Vertex lighting]]
 
  
 
[[Category:Glossary]]
 
[[Category:Glossary]]
[[Category:Darkplaces engine]]
 
[[Category:Lighting]]
 
{{finished}}
 
__NOTOC__
 

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