q3map2 * _maxlight worldspawn key (works unless exposure is used) (for those, who know, what they do)
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070161fd13
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@ -1957,6 +1957,13 @@ void LightWorld( qboolean fastAllocate ){
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}
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}
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/* maxlight */
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value = ValueForKey( &entities[ 0 ], "_maxlight" );
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if ( value[ 0 ] != '\0' ) {
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f = atof( value );
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maxLight = f > 255? 255 : f < 0? 0 : f;
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}
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/* create world lights */
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Sys_FPrintf( SYS_VRB, "--- CreateLights ---\n" );
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CreateEntityLights();
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@ -78,8 +78,8 @@ void ColorToBytes( const float *color, byte *colorBytes, float scale ){
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if ( lightmapExposure == 0 ) {
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/* clamp with color normalization */
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max = VectorMax( sample );
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if ( max > 255.0f ) {
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VectorScale( sample, ( 255.0f / max ), sample );
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if ( max > maxLight ) {
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VectorScale( sample, ( maxLight / max ), sample );
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}
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}
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else
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@ -2393,6 +2393,7 @@ Q_EXTERN int defaultLightSubdivide Q_ASSIGN( 999 );
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Q_EXTERN vec3_t ambientColor;
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Q_EXTERN vec3_t minLight, minVertexLight, minGridLight;
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Q_EXTERN float maxLight Q_ASSIGN( 255.f );
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Q_EXTERN int *entitySurface;
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Q_EXTERN vec3_t *surfaceOrigin;
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