A final build of Stormkeep produces pitch black lightmaps.
With current Q3map2, a final build of the official map Stormkeep is abnormally long and produces pitch black lightmaps, as seen here (map download link).
Here is the compile log: https://pastebin.com/pdxVLJs0
On current NetRadiant, a "Fast: -samplesize 16 (low resolution lightmaps)" build produces a nice result:
<build name="Fast: -samplesize 16 (low resolution lightmaps)">
<command>[q3map2] -bsp -meta -keeplights -maxarea -samplesize 16 -mv 1000000 -mi 6000000 "[MapFile]"</command>
<command>[q3map2] -vis -saveprt "[MapFile]"</command>
<command>[q3map2] -light -lightmapsize 1024 -lightmapsearchpower 4 -fastallocate -deluxe -patchshadows -samples 2 -randomsamples -fill "[MapFile]"</command>
</build>
whereas "Final: -bounce 8 -dirty (new Xonotic's default)" produces pitch black lightmaps:
<build name="Final: -bounce 8 -dirty (new Xonotic's default)">
<command>[q3map2] -bsp -meta -keeplights -maxarea -samplesize 8 -mv 1000000 -mi 6000000 "[MapFile]"</command>
<command>[q3map2] -vis -saveprt "[MapFile]"</command>
<command>[q3map2] -light -lightmapsize 1024 -lightmapsearchpower 4 -fastallocate -deluxe -patchshadows -samples 4 -randomsamples -bounce 8 -fastbounce -bouncegrid -nobouncestore -dirty -dirtdepth 64 -dirtscale 0.8 -fill "[MapFile]"</command>
</build>
It doesn't happen with netradiant_1.5.0-20220628-linux-amd64 and I suspect it started happening after !193 (merged).
Other maps like Final Rage and Opium produce perfectly normal lightmaps with a Final build.
A particularity of Stormkeep is that the map contains func_wall
entities that are only visible in the race gamemode, with custom _castshadows
and _receiveshadows
keys, maybe this is what's causing the issue?