What are you working on?
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Re: What are you working on?


New settings for -light:
-light -filter -dirty -dark -dirtdepth 64 -dirtmode 1 -dirtscale 2 -deluxe -shade -samplesize 4 -lightmapsize 1024
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Chip - Posts: 575
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Re: What are you working on?
Chip wrote:
New settings for -light:
-light -filter -dirty -dark -dirtdepth 64 -dirtmode 1 -dirtscale 2 -deluxe -shade -samplesize 4 -lightmapsize 1024
first, thanks for the settings
second
hi, I am nahuel, I love quake and qc.
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Nahuel - Posts: 492
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Re: What are you working on?
The -deluxe and the -shade switches add both bumpmapping and gloss to textures. Note the bumpmapping effect is not normal mapping. If, with these settings, you have _norm and _gloss textures, they would override your settings. But only with RT light active.
I am using RT lights for dynamic lighting, such as a barrel fire, an explosion, or a simple fire effect.
@gb: if only?...
I am using RT lights for dynamic lighting, such as a barrel fire, an explosion, or a simple fire effect.
@gb: if only?...
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Chip - Posts: 575
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Re: What are you working on?
Chip wrote:The -deluxe and the -shade switches add both bumpmapping and gloss to textures. Note the bumpmapping effect is not normal mapping. If, with these settings, you have _norm and _gloss textures, they would override your settings. But only with RT light active.
I am using RT lights for dynamic lighting, such as a barrel fire, an explosion, or a simple fire effect.
@gb: if only?...
sorry, i don not understand the difference between normal mapping and bumpmapping, i can see gloss and bump mapping without rt_lights active.
hi, I am nahuel, I love quake and qc.
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Nahuel - Posts: 492
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Re: What are you working on?
@Nahuel, bumpmapping uses information from the current (diffuse) texture to add a relief pass to it, while normal mapping uses a normal version of the texture, like this one:

The normal texture contains information about height and complexity of relief mapping.
Bump map textures are gray, while normal map textures are blue, with red showing height and green showing depth. They are more detailed than bump maps, and they are created separately, using 3D models. Bump maps are created from the current textures, using a gray pass. That's all.
Indeed, I'm not using RT lights.

The normal texture contains information about height and complexity of relief mapping.
Bump map textures are gray, while normal map textures are blue, with red showing height and green showing depth. They are more detailed than bump maps, and they are created separately, using 3D models. Bump maps are created from the current textures, using a gray pass. That's all.
Indeed, I'm not using RT lights.
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Chip - Posts: 575
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Re: What are you working on?
if only : I meant if only Quake 1 lightmaps looked that good, but I was half kidding since I have a rough idea of what the problems are.
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goldenboy - Posts: 924
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Re: What are you working on?
goldenboy wrote:if only : I meant if only Quake 1 lightmaps looked that good, but I was half kidding since I have a rough idea of what the problems are.
Correct. It would be easy to implement something similar, but that would break compatibility, so there's no point in creating another format. Just use q3bsp.
Anyway, q1bsp format, the lightmaps, the lighting and everything else has its own "charm".
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Chip - Posts: 575
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Re: What are you working on?
q1 lightmaps suck ass. Charme, for id1 maybe, but for recent custom maps? Apples and oranges.
Compatibility? There is already BSP2, so I don't see a problem with that.
It's just that there are unpleasant side effects such as the sheer size of higher resolution lightmaps.
q3bsp for quake maps: not worldcraft-friendly.
Compatibility? There is already BSP2, so I don't see a problem with that.
It's just that there are unpleasant side effects such as the sheer size of higher resolution lightmaps.
q3bsp for quake maps: not worldcraft-friendly.
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goldenboy - Posts: 924
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Re: What are you working on?
Another update, this time I took my time and did some mapping.






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Chip - Posts: 575
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Lots of things...
http://www.youtube.com/watch?v=0ArPVP7B ... e=youtu.be
Been working on so much shit, and I have a ton of videos, but today I decided to update our official trailer.
Some of the things, if you pick them out are:
GLSL "God Rays" from sun objects.
Subsurface light scattering on fleshy portions of skins.
Oozing gore GLSL shaders.
Blowing trash and other effects.
A new weapon, the "Mind Eraser" (a lot to explain about that one actually).
Tons of revamped maps(more coming).
New particle effects for sparks and lightning(don't really get to see them in this video, the only lightning clip is of the old stuff)
A bunch of other things I cannot remember and would have to look up.
Been working on so much shit, and I have a ton of videos, but today I decided to update our official trailer.
Some of the things, if you pick them out are:
GLSL "God Rays" from sun objects.
Subsurface light scattering on fleshy portions of skins.
Oozing gore GLSL shaders.
Blowing trash and other effects.
A new weapon, the "Mind Eraser" (a lot to explain about that one actually).
Tons of revamped maps(more coming).
New particle effects for sparks and lightning(don't really get to see them in this video, the only lightning clip is of the old stuff)
A bunch of other things I cannot remember and would have to look up.
Last edited by Irritant on Mon Mar 12, 2012 5:41 pm, edited 1 time in total.
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- Irritant
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Re: What are you working on?
not for anything specific.. but figured id post it up.






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ceriux - Posts: 2223
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Re: What are you working on?
Chip : I love the reflection of the sky in those windows!
Is that for a mod you're working on?
Irritant : Impressive stuff, as always. I really need to redownload a more current version of AA
Ceriux : Nice! I like the bald spot
Would this be for Quake 1?
Irritant : Impressive stuff, as always. I really need to redownload a more current version of AA
Ceriux : Nice! I like the bald spot
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CocoT - Posts: 695
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Re: What are you working on?
its pretty much for practice. when im done i could compile a mdl verison though although. it is like 1400 tris
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ceriux - Posts: 2223
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Re: What are you working on?
CocoT wrote:Chip : I love the reflection of the sky in those windows!Is that for a mod you're working on?
It's actually for a full game, based on Darkplaces. I aim for a beta test map and release a demo version. You know, couple of weapons, some monsters, some level design.
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Chip - Posts: 575
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