Another Snapshot With Fixed AO
#129 posted by
ericw on 2015/01/21 23:34:39
Looks like that glitched shadow in fitz0063.jpg was introduced in TyrUtils 0.7, in commit cc36d8e. I reverted part of that commit and it seems to have cleared up the holes in sunlight shadows as well as fixed up the AO.
win32 osx source
The dirtmapping looks way better in this snapshot than the previous ones! It looks reasonable now without -extra4.
Ericw For President Of Space
#132 posted by
Lunaran on 2015/01/22 00:55:27
I KNEW IT
i just didn't test all the way back to 0.7 because I had no idea the version of tyrlite I was using was that bloody old. :(
Thanks
#133 posted by
ericw on 2015/01/22 00:58:30
Also this is what the last snapshot looked like:
https://www.dropbox.com/s/9wy9aky8u9j2myr/tyr-trace.jpg?dl=0
It was totally broken! The rays to test occlusion were not impacting the world properly and the measurement of the distance to impact was also messed up. Would love to see what your screenshots look like recompiled with this fixed build, WarrenM :D
#134 posted by
JneeraZ on 2015/01/22 01:15:02
Only because you're my hero
...
Unlit/Dirt Only/Full Lighting
https://dl.dropboxusercontent.com/u/161473/Misc/Dirty_Shot1.jpg
I turned down the dirty setting to 1.5 since the new code makes it a lot dirtier!
And a random shot:
https://dl.dropboxusercontent.com/u/161473/Misc/Dirty_Shot2.jpg
#136 posted by
ericw on 2015/01/22 01:37:12
Hmm, the floor under the chain in the middle shot looks a bit odd.
https://dl.dropboxusercontent.com/u/161473/Misc/Dirty_Shot1.jpg
Could just be the occlusion test rays are hitting the chain, combined with high dirt settings, in which case it's expected I guess. If you think it might be a bug, I'd be happy to have a look at the
.map for that chunk.
Looks Fine Here
#138 posted by
ericw on 2015/01/22 02:11:13
Seems to just be shadows from the chain!
Lovely Stuff Warren!
#140 posted by
Skiffy on 2015/01/22 17:43:44
Hmmm wonder what my map would look like with this AO pass now...
God Damn
#141 posted by
necros on 2015/01/23 22:53:45
that is some sexy looking dirty brushwork!
That...
#143 posted by
quaketree on 2015/01/25 05:00:34
Is very nice. The lighting and shadows are very believable. Maybe we need an "ikebony" type texture set.
Wow
#145 posted by
starbuck on 2015/01/25 13:06:49
that's awesome! Would love to see a whole Quake level that looked like that
I have to think that perhaps the ikwhite jam maps would have looked about 10x better with these tools *HINT HINT*
#148 posted by
Spirit on 2015/01/25 15:01:00
eh, the geometry sticking out over the shadowed areas looks all wrong or are those bars actually floating and not connected to walls and floor?
WarrenM
#149 posted by
Breezeep_ on 2015/01/25 15:17:31
How did you do that? What compilers did you use?
Quaddy
#150 posted by
Kinn on 2015/01/25 15:31:16
Photoshop + Levels adjustment layer I believe.
Willem, Is Your Computer In Your Yard?
#152 posted by
Lunaran on 2015/01/25 16:47:10
The shot is me trying to add the sky-scatter that metlslime described somewhere earlier. (taken with r_lightmap 1.) still playing with it.
I want to try it on lava, too, because I lit my jam2 map mainly by trying to match what a feature like that would look like.
#153 posted by
JneeraZ on 2015/01/25 17:58:55
Is yours in the broom closet? :)