Don't Let Your Dreams Be Dreams
#370 posted by khreathor on 2016/02/17 14:25:26
Sorry for little OT.
There is nice BSP importer for Blender. I would love to bake static Lightmap there and export it back to BSP.
In overall some lightmap import option would be great. I know it's hard, because BSP is just fragmented mesh "dump" and lightmap is low res, but we can think about some solution.
Khreathor
#371 posted by mankrip on 2016/02/17 18:29:24
You could create external LIT files � but that requires writing an exporter plug-in for Blender.
LIT Files
#372 posted by khreathor on 2016/02/17 18:40:48
hmmm.... any link to proper LIT documentation?
External Lighting And Settings
#373 posted by Skiffy on 2016/02/18 04:46:40
Hmm being able to read and write the lighting from and to BSP would be a rather fantastic addition but then you run into a world of pain if you want more light styles supported. how to handle flicker lights and so forth because those get layered on top and limited to the polygons they affect if I remember correctly.
As for the _bounce you could do that or just add it to the compiler as a global option. Same goes with bounce multiplier and saturation. How much energy is maintained when it bounces and how much color is picked up when it hits the surface. In Unreal you can tweak these values so its more saturated and propagates lighting further by not losing as much energy on the first bounce.
#374 posted by khreathor on 2016/02/18 14:06:03
yeah, I know about light styles being problematic in this situation. I'm going through source to fully understand how it works.
Global
#375 posted by adib on 2016/02/21 20:41:09
As for the _bounce you could do that or just add it to the compiler as a global option.
Then make it a worldspawn key, so that way lighting could be easily recreated at any time and by other tools without needing to know the command-line options that were originally used.
Skiffy
#376 posted by DaZ on 2016/02/21 23:46:04
There is a port of the half-life 1 radiosity lighting tool to quake 1 you could look at? It does bounce and phong but lacks modern features from these tools... It's called q1rad. No link sorry I'm mobile
I Think It Will Be Hard To Get Q1rad Source
#377 posted by khreathor on 2016/02/22 00:36:25
#378 posted by ericw on 2016/04/15 01:56:43
Beta builds are moved here for now, if anyone wants to try the update phong shading.
The documentation isn't updated yet, but the readme.txt has the details on phong. basically set "_phong" "1" on func_detail/func_group/func_wall etc.
Beer Donations Go To
#379 posted by mfx on 2016/04/15 02:06:48
beer@ericw.com
#380 posted by mankrip on 2016/04/15 03:50:56
Does this one include lit water support?
#381 posted by ericw on 2016/04/15 03:59:01
Yes, spike added it, but it's untested.
There are these command-line options:
[-lightturb] [-lightwater] [-lightslime] [-lightlava] [-lighttele]
-lightturb just is a shortcut for water + slime + lava + tele.
Wow
#382 posted by mjb on 2016/04/15 12:55:41
This is just crazy, so much advancements to ole Quake! Thank you all for the efforts, really...can't be said enough.
Fifth
#383 posted by ericw on 2016/04/15 22:38:48
btw, the key for phong shading has changed since the version you were using, you no longer need to give the texture name. The main improvement of this new version is having an angle cutoff, so it won't smooth around 90 degree corners by default (the cutoff is 89 degrees.)
Another new feature: when using phong shading I suggest setting "_anglesense" "1" in worldspawn, this affects all lights in the map that don't override "_anglesense".
This will make phong shading more visible and generally increase contrast.. it makes the angle that light arrives on a surface matter more than the quake default.
I'm not sure I will change compilers unless I am really compelled to
No Worries
#385 posted by ericw on 2016/04/15 23:49:13
Does it apply phong shading to the whole brush? Not sure if this is desirable behaviour.
The thing I want most is a more tolerant or forgiving compiler like txqbsp
Me Too...
#387 posted by mfx on 2016/04/16 01:47:48
5th
#388 posted by mfx on 2016/04/16 02:01:35
whats your problem??
MFX
my brushwork sucks and I guarantee once my map is properly "sealed" it will leak like an incontinent old man who just drank 30 litres of water.
Chat Chav
#390 posted by mfx on 2016/04/16 02:15:41
"Chat Chav"
#391 posted by Kinn on 2016/04/16 12:27:31
sounds like an AI chat bot I can get behind. Maybe Microsoft can make it their next project after Tay failed.
"ur avin a giggle m8"
"u wot ill fukin slap u"
Phong
doesnt seem desirable to me to always have an object fully phong shaded. I think there should be a way to choose to either have the model phong shaded or certain textures.
#393 posted by Kinn on 2016/04/16 13:29:19
Dunno, I think with the angle cutoff and the fact that you can break it down into as many func_groups or func_details as you want, the current system seems pretty ok?
I'm just trying to envisage a scenario where that's not enough, and I'm struggling....
complex func_groups like this -
https://twitter.com/GavinEdgington/status/714465169649377281
Where I don't want to have to break up into small groups because it will make it a pain to move around and place.
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