#14637 posted by JneeraZ on 2015/01/12 23:20:14
I'm surprised nobody has done a monolithic compiler app ... one that does it all in one shot - with the possible benefit being what you mentioned, each process being able to have knowledge of what the earlier ones did. Although I guess there's little benefit so why bother?
While Were Talking About Cool Features
#14638 posted by DaZ on 2015/01/12 23:28:28
AO baked into the lightmaps AKA the way CS:GO does it. AO would look awesome with brush architecture but the few engines I've tried to force it "on" in doesn't work.
And While Were On The Subject
#14639 posted by DaZ on 2015/01/12 23:29:20
If there was any way to hack in higher resolution lightmaps that would be lovely too :)
2x Size Textures
#14640 posted by DaZ on 2015/01/12 23:31:26
Something I thought about but never tested was creating 2x size versions of all the textures you are using in the level and then set the default texture scale to .5 so that you would have double resolution lightmaps across your level.
Unsure how it would look/work and some textures would probably be too large at 2x size.
#14642 posted by - on 2015/01/12 23:50:46
http://en.wikipedia.org/wiki/Ambient_occlusion
Doing it as a lightmap means just making extra shadows in corners. Q3map2 has an option to do something like it in Q3. http://en.wikibooks.org/wiki/Q3Map2/Light#-dirty
#14643 posted by necros on 2015/01/13 00:17:53
Do quake lightmaps have enough resolution to support a -dirty AO effect? I guess hence your question regarding higher res lightmaps?
In the old days, I tried this and it does work to give you higher res lightmaps, but you would run out of lightmaps pretty quick.
Of course, these days, there are a lot more lightmaps available...
Heh
#14644 posted by rebb on 2015/01/13 00:21:00
Wish we hadn't called it "dirtmapping" in Q3Map2, but back then pretty much the first popular incarnations of AO were "dirtmap" shaders for 3D apps that were used mainly as masks for gunk and dirt in corners.
#14645 posted by JneeraZ on 2015/01/13 01:04:37
"Something I thought about but never tested was creating 2x size versions of all the textures you are using in the level and then set the default texture scale to .5 so that you would have double resolution lightmaps across your level. "
That's ... a really cool idea!
#14646 posted by Kinn on 2015/01/13 02:00:52
so that you would have double resolution lightmaps across your level.
and presumably quadruple the face count, but i'm guessing no-one cares?
#14647 posted by necros on 2015/01/13 03:33:11
oh right, that was another problem with doing that.
#14648 posted by ericw on 2015/01/13 09:08:59
Just tried to frankenstein the "-dirt" code from q3map2 into tyrutils, and it looks like it could be usable!
http://i.imgur.com/TbxbITN.jpg
(e1m1 with r_lightmap 1, light is just using the AO values and ignoring lights in the map file) Will tidy it up a bit and post a build tomorrow if anyone wants to play with it.
OMG AO!
#14649 posted by Skiffy on 2015/01/13 10:38:49
Yea that does look usable indeed! Sign me up for that :)
Ericw
In the words of Daz, "you are a fuck".
#14648
#14651 posted by Kinn on 2015/01/13 12:04:18
Aye that's the biscuits, nice one :)
Ericw
#14652 posted by DaZ on 2015/01/13 12:36:49
awesome!
#14653 posted by JneeraZ on 2015/01/13 12:50:52
"and presumably quadruple the face count, but i'm guessing no-one cares?"
I guess it depends on the end result. If it looks good enough, it might be worth it.
Not Sure If This Is For Mapping Help, Whatever
#14654 posted by spy on 2015/01/13 19:04:32
#14655 posted by Spirit on 2015/01/13 19:13:21
Does it work in a normal Quake engine without mods?
Yeah The Dp Just Run Quake Fine Without The Error
#14656 posted by spy on 2015/01/13 19:25:28
i guess it's somewhat related to an fte compiler, with its all optimization turned on
i'm just wondering what the hell is vm_vlen 0/1
Oops
#14657 posted by spy on 2015/01/13 19:43:43
basically, when i'm running quake/mod via fitz(for example) it runs fine
when i'm running quake via dp it runs fine,
and when i'm trying to run the mod using DP, it crushes (vm_vlemn)
#14658 posted by Spike on 2015/01/13 20:08:03
qc bug.
vm_vlen is DP's internal name for the vlen builtin. the error is complaining about:
foo = vlen();
when the qc should have done something like:
foo = vlen(somevectorhere);
any modern qc compiler will generate a warning for that, so stop ignoring warnings and actually fix that stuff!.. whoever's qc mod that is...
Ericw
It should be fun playing with that, can't wait to see how it will affect future quake maps.
Future Maps?
#14660 posted by quaketree on 2015/01/14 01:08:13
Hell, any older map as well. You can always re-light any .bsp. You just can't change the individual lights, but anything usable in the light.exe command line is fair game.
AO
#14661 posted by ericw on 2015/01/14 09:54:44
Here's the experimental build of tyrutils light with the -dirty option hacked in! The light.txt explains all of the new flags.
https://www.dropbox.com/s/nt78oeh49wevejx/tyrutils-light-dirtmap.zip?dl=0
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