#305 posted by PuLSaR on 2016/02/04 15:35:15
I use light v0.15.3-7-g05de1ad and it crashes when I combine -extra4 and -soft options. While these options work fine if I use them separately.
Also I can't find if there's per entity minlight support. Adding minglight key to bmodel entities doesn't seem to work and documentation does have information about it.
Hm
#306 posted by ericw on 2016/02/04 19:52:30
I think the -extra4 and -soft crash is fixed in v0.15.4: http://ericwa.github.io/tyrutils-ericw/
The per-entity minlight key is: "_minlight". There's a section of the light manual "Model Entity Keys" but it's easy to miss!
Yay!
#307 posted by PuLSaR on 2016/02/04 20:43:05
That crash is really fixed in 0.15.4.
And thanks for pointing me at _minlight key, I really managed to miss it.
Some Ideas
#308 posted by PuLSaR on 2016/02/05 16:36:38
Is it possible to make something similar to the shadow brush in hl2? It's a brush covered with texture with a special name (like skip) and doesn't have collision but casts shadows like it was a visible brush.
That would allow to manually create shadows for models (AD trees come to mind) or some new lighting effects.
If something like this already exists in quake you can point me at it.
Skip Texture + Func_illusionary?
#309 posted by ijed on 2016/02/05 16:55:44
I Supposed Skip Textured Brushes Don't Cast Shadows
#310 posted by PuLSaR on 2016/02/05 17:08:03
Pulsar
#311 posted by mfx on 2016/02/05 17:58:05
Set _shadow 1, or is it _shadows 1?
Are The DP Lighting Errors
you patched still in these new versions or was that a separate branch you gave me?
Tree Shadows
#314 posted by necros on 2016/02/05 19:49:34
maybe a func_wall which is kill targeted immediately with a fence texture of leaf shadows????
#315 posted by Baker on 2016/02/05 19:52:56
(I thought about posting that necros, but that's cheesy.)
#316 posted by ericw on 2016/02/05 20:07:25
dumptruck_ds: Yeah, the fixes for DP are in the main branch v0.15.4 which is what I recommend using: http://ericwa.github.io/tyrutils-ericw/
I think Spike has a better fix for the problem in qbsp in his patch, I want to test it a bit; I hope to return to working on this soon and merge his stuff and mankrip's patch :-)
Mdl Shadows
#317 posted by ericw on 2016/02/05 20:16:54
It would be possible to make the light raytracer trace through mdl's so they cast proper shadows. If an entity has "_shadow" "1" set and "mdl" or "model", try to load that mdl? there would need to be -basedir / -game flags to light so it can find your mdl's.
The thing that would mess it up, though, is this would likely make the mdl's black in game, since they would usually cast a shadow over where the engine samples the lightmap. So it might not be worth the effort
Fun Ideas Mostly For Entertainment Purposes
#318 posted by Baker on 2016/02/05 21:11:35
More or less as amusement ideas.
1) WAD3 support. Screeshot More fun with more colors. Sample halflife.bsp download which Mark V can load both in the Open GL renderer (and also in the software renderer too!) Adding Half-Life map BSP 30 type of support is rather easy in the engine.
2) Rotation. You thought about it last summer.
3) Mirrors visibility support.
/Like people haven't posted enough ideas in this thread!
Ok Check This Out For A Wishlist
#319 posted by Kinn on 2016/02/05 21:22:27
Following on from what ericw said about shadows from mdls, there's a problem obviously in how the engine lights the mdls in game.
Imagine also lighting the models properly - i.e. the light tool writes a new type of lit file that saves lightmap information for specifically flagged mdl entities - then custom engines can read these new lightmaps and if one exists for a model it uses that rather than using the default way of mdl lighting...
WAD30 Is HL1?
What's the benefit, considering how modern engines already allow 24-bit external textures?
Ericw, Spike & Mankrip
You guys rock thank you for the DP fixes. Really good to have options for folks that refuse to try other source ports.
@kinn
#322 posted by Baker on 2016/02/05 22:16:11
A big static .mdl entity floats in the air casting a shadow below.
On the ground, under the shadow is a rocket launcher --- also a .mdl.
Should the rocket launcher get a shadow from the object above? Or not receive a shadow because it is a .mdl.
Or worse, a player types r_shadows 1 in the console --- now what should happen?
Then, out of nowhere, Barnak shows up and fires a rocket, generating a dynamic light to add to the mix ...
Not only that: a decent chunk of people use DarkPlaces and it not really known whether or not DarkPlaces may ever be updated again by LordHavoc who is off doing prosperous things.
I think many of those users griped quite a bit about alpha textures in the Arcane Dimensions release, in large part because AD was an exceptionally high profile release.
(Complex world ...)
EricW
#323 posted by mankrip on 2016/02/06 00:28:51
I've noticed that lit water gets dirtmapped, but it doesn't generates dirtmaps on the other surfaces.
Generating dirtmaps on the other surfaces could be a cheap alternative to alphablended shorelines. But maybe some mappers would prefer to just not generate dirtmaps on liquid surfaces at all.
Also, my code doesn't take care of sunlights. Please take a look to see if sunlights should also be modified for backfaced liquid surfaces.
Hacky Suggestion
#324 posted by Preach on 2016/02/06 18:05:05
Is it possible to make something similar to the shadow brush in hl2? It's a brush covered with texture with a special name (like skip) and doesn't have collision but casts shadows like it was a visible brush.
Yes, it's called info_null : - p
Seriously, a brush-based entity with info_null and "_shadow" "1" should case shadows but disappears in-game. It does use up a model precache, but you should be able to safely combine all of them in your map into one entity to it only takes a single slot away.
#325 posted by necros on 2016/02/07 17:32:34
oh heh, that's a good idea. i was thinking of making think: SUB_Remove and nextthink:1.0 or something but that's even better.
Default Quake With Dirt AO
#326 posted by Skiffy on 2016/02/08 14:06:19
I thought I would find it in here but does anyone remember the batch tool for recompiling all of quake1's maps to use the new dirt AO?
I Wouldn't Recommend Doing That
#327 posted by mankrip on 2016/02/08 14:33:53
Vanilla Quake has several places, like the wooden stairs to the E4 pool in the start map, that doesn't behave well with dirtmapping.
A manual editing of such situations is recommended.
#328 posted by necros on 2016/02/09 19:01:51
I did it once. It looked like shit. :(
Maybe some tweaking could help, but it might have to be done per map.
Sunlight 2 Color Key?
#329 posted by Skiffy on 2016/02/10 16:27:59
Question... sunlight supports color but does the ambient sunlight2 also support its own separate color? If not could that be added? Nice cold shadow with warm lighting done for exteriors super easy.
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