Smooth Shading ?
#340 posted by Skiffy on 2016/02/15 14:46:23
I remember seeing some screenshots and talk of smooth shade surfaces using textures with a prefix or suffix of some sort included to tell the compile that they should all be smoothly shaded together... It was this lovely set of tools correct? Still in development or another offshoot somewhere else that I am missing?
Feel free to correct my madness if I am imagining such things. :P
Skiffy
#342 posted by Skiffy on 2016/02/15 15:41:21
Ah that looks like it.... but the download links dont work anymore.
You can always email me and I will send you my compilers later from home? They have the smoothing
#344 posted by necros on 2016/02/15 16:26:59
i've lost track actually... but is the smoothing stuff not in the normal version we pick up from github?
More Final Release Planned?
#345 posted by Skiffy on 2016/02/15 16:41:12
No rush right now. I would rather wait for a more official release I guess with some notes in the text file I can refer to. I can keep myself busy with the monster update for now.
#346 posted by mankrip on 2016/02/15 16:58:13
It would be good if the compiler outputted the whole brush to the console when it causes an error.
#347 posted by mankrip on 2016/02/15 17:00:59
I'll wait for a release with smooth shading and lit liquids put together.
#348 posted by Kinn on 2016/02/15 17:46:56
lit liquids
Wait, what?
Which engines do/are gonna support this?
Mankrip
I would be happy with entity and brush numbers.
Kinn
#350 posted by mankrip on 2016/02/15 18:56:29
IIRC, Spike said something about FTEQW supporting it.
Retroquad also supports it, but there's still a lot of work to be done before it gets released.
Skiffy/necros
#351 posted by ericw on 2016/02/15 21:03:06
Phong shading is not in the releases on github yet.
Fifth has a build with it that is working, and I hope to post a new dev build soon that has phong shading too.
DeeDoubleU: weird, I don't use notepad++ but it should have a "goto line" feature that should take you to the right line. Anyway, I don't think "Brush With Duplicate Plane" is a serious warning, it's more a warning that the editor saved some redundant data.
#352 posted by PuLSaR on 2016/02/15 21:16:44
this document never gets old.
#353 posted by Skiffy on 2016/02/16 01:57:40
Lit water yeeeesss I look forward to that one because my level has murky water like a swamp / bog and I would love it to be dark shader fluids.
Swamp/bog
#354 posted by mfx on 2016/02/16 02:00:59
/triggered
Quake2 Plans?
#355 posted by Skiffy on 2016/02/16 06:35:48
Any plans to ever include radiosity in the light compiler for Tyr like in Quake2's Light compiler?
Regarding Quake 2... possible support for it using these compilers at some point in the future? I read it does support the map format but does it output quake2.bsp files?
Currently I think ArghRad is the lighting one for quake2 maps correct and no other tools came after that outdid it? I would love the AO / Dirt / Skylight / Sunlight from Tyr tools to be usable for Quake2. The main things Q2 still had is Smooth Shading and Radiosity though..
Just wondering because I love this toolset and some offshoot in the future would be great.
Radiosity
#356 posted by mh on 2016/02/16 17:33:02
It's actually important to understand that there are not one but two major differences to the Quake 1 lighting model in Q2. When people say "radiosity" it pays to be clear about which of these two is actually meant.
First one is actual "radiosity", as in the ability of surfaces to cast light.
Second one is bounced/indirect lighting.
Thing is, these two don't actually have any dependency on each other. It's possible to implement each without implementing the other.
So you can have surfaces casting light but without light bounces - similar to what these tools already do with lava surfaces.
And you can have indirect lighting but have it coming from light entities which the mapper must place rather than from surfaces.
Or you can have both; but presence of one doesn't demand presence of the other.
#357 posted by necros on 2016/02/16 21:48:22
Dirt/AO makes radiosity a bit redundant at this point. It's also slower.
#358 posted by Kinn on 2016/02/16 21:57:29
Also, Quake 2's radiosity actually created a result the same as if you'd just floodfilled the lightmaps with the same flat shade of orange/brown.
#359 posted by Kinn on 2016/02/16 21:58:46
That said, a single bounce could be interesting.
I'm sick of adding fake bounce lights.
#360 posted by necros on 2016/02/17 00:58:17
Yeah,maybe I shouldn't dismiss it out of hand. and with multicore lighting, it's maybe not so bad anymore.
That is not dead which can eternal compile. And with multicore lighting, even death may die.
#362 posted by Skiffy on 2016/02/17 02:12:19
Light bounce is indeed what I am looking for. Light bounce that picks up the colors from the surfaces it hit is one thing I liked a lot from Q2 lighting. And we all know the Orange lighting was just them having too much fun with colored lights as it was relatively new technology in games and folks sucked at using color for lighting their levels.
And no Radiosity is not redundant because we have dirt / AO... that is a hack of light occlusion not the spread of lighting.
But yes Radiosity is an old way of doing GI. There are better ways to do it these days which are also much faster. Ultimately I would love to see this toolset support quake 2 and include the smooth shading and Radiosity features from Arghrad.
#363 posted by ericw on 2016/02/17 04:05:55
Skiffy, yeah I'd like to implement some kind of bounced lighting, like this article: http://www.scratchapixel.com/lessons/3d-basic-rendering/global-illumination-path-tracing
Probably just supporting 1 bounce to start with. It actually looks very similar to how dirtmapping works currently.
I'm not sure how hard it'd be to add Q2BSP output. Spike might know?
Also, I should have a new beta soon.
#364 posted by Spike on 2016/02/17 05:50:38
q2 renders much like q1bsp.
its the tracelines that are very different. that said, I think you can still use the q2 bsp tree as a point-sized hull, so that's fine for light.
this is of course ignoring all the changed structs that you'd have to deal with somehow (easiest to do at compile time).
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