So....
when is someone going to add extra8? ;)
Get dem high def shadows
Mmm
#255 posted by ericw on 2015/02/27 00:01:19
when you use -extra4, it's like using a raytracer to render a 400x400 pixel image, then scaling down to 100x100 in photoshop, versus rendering at 100x100 directly. The final resolution is the same, the -extra4 version just has imperfections smoothed out.
For actual HD shadows, you'd need a new file format, like a high-res version of .lit, and engine support :(. I was just asking spike yesterday, no one's build such a format for q1bsp as far as he was aware.
#256 posted by metlslime on 2015/02/27 00:34:01
.lit2 go!
Ericw
That's quite interesting to know, I thought it was genuinely higher res. :)
Nah
#258 posted by ijed on 2015/02/27 02:16:40
I meant just make it less controllable to avoid weird numbers messing up the distribution.
But using the levels of 'extra' makes much more sense.
#259 posted by necros on 2015/02/27 03:26:32
But using the levels of 'extra' makes much more sense.
it does and it doesn't. decoupling sun count from -extra means you can do tests with higher number of suns without the lighting pass taking 30 minutes.
Compiles Slow But It Looks Great...
#261 posted by Lunaran on 2015/03/01 04:44:16
how is the tree casting a shadow if it's a model?
Loon
#262 posted by mfx on 2015/03/01 09:52:37
_shadows 1.
#263 posted by Kinn on 2015/03/01 10:21:52
Could be anti-lights, or skip textured invisibrush
MFX Wins
it's a func_wall with a skip texture and _shadows 1.
Light Thoughts
#265 posted by mh on 2015/03/01 13:32:54
I wonder would a radiosity solution work better for sunlight than just spawning multiple fake light entities. It needn't have bounced light (that's not radiosity, that's indirect lighting), just surfaces emitting light.
Using visdata (if present) to accelerate lighting seems to be something that nobody has ever done in the Quake tools. The Quake 2 tools do this and it should work quite well.
High res lighting could in theory be done by just taking the output of a -extra (etc) pass and using it directly. Would need engine support, dynamic lights and animated lightstyles would become slower to update, and shadows would start becoming harder-edged with more noticeable stair-stepping. I'm not sure it's a great idea.
#266 posted by JneeraZ on 2015/03/01 14:16:41
How hard would it be to add an option to up the resolution of lightmaps? That alone I think would improve Quake visuals a ton. I know it would require some engine level fiddling and tool changes, but I wonder how much REALLY.
High Resolution Lightmaps
#267 posted by mh on 2015/03/01 16:43:06
The biggest problem with these is updating of dynamic lights and animated lightstyles. It's not a question of work, it's a question of performance.
#268 posted by Spike on 2015/03/03 00:32:30
@mh
Just thread it?
@Spike
#269 posted by mh on 2015/03/03 00:45:37
Nice idea for software but in GL it all happens in glTexSubImage2D.
#270 posted by arkngt on 2015/03/03 23:42:53
Sorry for noob question, but I saw some comments in the Beyond Belief in one map thread that made me wonder if I can add AO to maps by recompiling them with TyrLite? I saw some AO screenshots and it looked really nice. In short, can I recompile the vanilla game's bsp's (and other ones as well of course) and get those nifty effects - or is it more involved than that?
#271 posted by Lunaran on 2015/03/04 01:31:14
Nope, it really is that easy. Extract bsp from pak, relight with -dirtwhatever, play and ogle.
Should distribute a batch file that does all the stock maps. end.bsp might even look half decent.
BTW Lunaran
#272 posted by ericw on 2015/03/04 02:24:52
When you have a chance to play with it, curious how the _sunlight2 in the latest build compares to what you were doing!
The actual sun positionong I took from the "skylight" feature in q3map2
#273 posted by necros on 2015/03/04 02:57:27
i redid the quake maps but found dirt mapping isn't as awesome in those as you would think.
the real benefit comes from outdoor areas that use the modern _sunlight method because that yields completely flat light on its own, and the dirt mapping comes in and makes it awesome.
id had done all their lighting with point lights which already gives a bit of a dirt mapping look.
so yeah, dirt mapping does improve the lighting in oldschool lit maps, but the real benefits will be maps that relied a little too much on minlight or had big outdoor _sunlight areas.
#274 posted by Lunaran on 2015/03/04 03:24:01
eric, will test, recovering form hard drive replacement
Hah
#275 posted by ijed on 2015/03/04 03:29:13
eric, will test, recovering form hard drive replacement minor surgery.
Yikes
#276 posted by ericw on 2015/03/04 04:24:36
Get well soon! :-)
#277 posted by arkngt on 2015/03/04 08:01:59
Cool, thanks!
BSP Split Priority
#278 posted by Kinn on 2015/03/04 12:57:12
I may be talking out of my arse here, because I don't know the tools code very well, but I was thinking....
You know how face splits due to fiddly details (thin bars, steps, walltorch holders etc.) can often cut across lots of geometry, and it sucks?
I was wondering - if it was possible to influence the order in which faces get split, could it improve the situation?
To wit - imagine a key which you could put on a func_detail (or func_group) - i.e. "_split_priority" or something - then bsp uses this to order the way faces get split so you can constrain fiddly details to splitting just the immediately adjacent faces by making them func_ and giving them a lower split priority. You could even have more than one func_ butting into each other, and use different _split_priority on them to really micro-manage the order of splitting.
Caveat - just the rumblings of someone who doesn't know much about quake's BSP algorithm, but does any of this sound interesting / make sense?
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