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Re: What are you working on?

Postby Chip » Tue Feb 14, 2012 3:05 pm

Image

Image

New settings for -light:

-light -filter -dirty -dark -dirtdepth 64 -dirtmode 1 -dirtscale 2 -deluxe -shade -samplesize 4 -lightmapsize 1024
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Re: What are you working on?

Postby goldenboy » Tue Feb 14, 2012 8:18 pm

If only...

very nice, Chip.
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Re: What are you working on?

Postby Nahuel » Tue Feb 14, 2012 9:57 pm

Chip wrote:Image

Image

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 :shock: WTF!!!!!! the fake normal mapping works without scripts (and looks really nice), and in game the maps support glossmapping without rt_world activated !!! :shock: :shock:
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Re: What are you working on?

Postby Chip » Wed Feb 15, 2012 7:47 am

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

Postby Nahuel » Wed Feb 15, 2012 11:01 am

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. :) and the decals can cast shadows :shock: With this settings we can get a very HD map with nice shaders without the laggy rt_world, is great
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Re: What are you working on?

Postby Chip » Wed Feb 15, 2012 4:51 pm

@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:

Image

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. :D
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Re: What are you working on?

Postby goldenboy » Sat Feb 18, 2012 4:03 am

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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Re: What are you working on?

Postby Chip » Sat Feb 18, 2012 8:20 am

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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Re: What are you working on?

Postby goldenboy » Sat Feb 18, 2012 8:31 pm

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.
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Re: What are you working on?

Postby Chip » Mon Feb 27, 2012 3:59 pm

Another update, this time I took my time and did some mapping.

Image
Image
Image
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Lots of things...

Postby Irritant » Sat Mar 03, 2012 5:06 am

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.
Last edited by Irritant on Mon Mar 12, 2012 5:41 pm, edited 1 time in total.
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Re: What are you working on?

Postby ceriux » Thu Mar 08, 2012 11:24 pm

not for anything specific.. but figured id post it up.

Image

Image

Image
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Re: What are you working on?

Postby CocoT » Fri Mar 09, 2012 9:22 pm

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 :P Would this be for Quake 1?
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Re: What are you working on?

Postby ceriux » Fri Mar 09, 2012 10:22 pm

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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Re: What are you working on?

Postby Chip » Sat Mar 10, 2012 8:01 pm

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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