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earliest dp build with stainmaps?

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earliest dp build with stainmaps?

Postby MeTcHsteekle » Sun Feb 15, 2009 3:19 am

does anyone know what the earliest build of dark places with stainmaps? im looking through them ATM but im wondering if anyone would remember :?
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Postby leileilol » Sun Feb 15, 2009 6:11 am

I think they existed in a mid-2002 build. Dunno why everyone went into a stainmap frenzy, I hated the idea since day 1.
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Postby r00k » Sun Feb 15, 2009 7:05 am

Ditto they look really blocky at some areas, besides if you can run DP you can use decals, (which still in 2009 do NOT clip to BSP! wtf?)
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Postby MeTcHsteekle » Sun Feb 15, 2009 4:49 pm

r00k wrote:Ditto they look really blocky at some areas, besides if you can run DP you can use decals, (which still in 2009 do NOT clip to BSP! wtf?)


lolza
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Postby MeTcHsteekle » Sun Feb 15, 2009 6:54 pm

...aaaaanyways, can someone show me a blocky stainmap? i haven't seen one yet and ive been looking :S
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Postby r00k » Sun Feb 15, 2009 9:59 pm

DP's stainmaps look pretty good, compared to other engines that used them back in 2002, which were blocky because at times they'd clip at the edge of a parallel leaf. I would see this on DM3, shooting a wall near upper bridge where the stainmap would have a definite edge.
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Postby MauveBib » Sun Feb 15, 2009 10:20 pm

Or when shooting at an area where the texture is really scaled the stainmaps will be scaled too due to the weird lightmap format of q1bsp.
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Postby revelator » Mon Feb 16, 2009 3:36 am

mh's opengl based engines have stainmaps "well atleast the one i based mine on" :P

which reminds me i have to upload the updated exe i think i squashed the problem with it not loading on anything besides nvidia cards :oops:

and your going to love the lava effect muahaha ARB fragment shaders ftw. :twisted:
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Postby Irritant » Mon Feb 16, 2009 5:14 pm

r00k wrote:Ditto they look really blocky at some areas, besides if you can run DP you can use decals, (which still in 2009 do NOT clip to BSP! wtf?)


It's a real bitch to implement. There are a few q2 based engines doing it though.
http://red.planetarena.org - Alien Arena and the CRX engine
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Postby mh » Mon Feb 16, 2009 5:22 pm

Stainmaps, decals, etc are really really nice in principle, but unless they work correctly on inline (*) brushmodels they're just going to look wrong in many instances, and I lean on the side of not doing them at all in that case.

Same applies to shadows, by the way. If you're going to do it at all, do it right.

Problem is that the Q1 BSP format just doesn't contain enough info to properly support these things.
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Postby revelator » Mon Feb 16, 2009 10:14 pm

true its a real bitch to get running :(

best decals i seen are tenebraes and they only got so far by feeding info from a script source + some qc hacks which in turn whacks up compatibility with mods who didnt have a speial progs.dat. in fact there first releases could only run quake and mods were not supported unless the protocol was changed in qc. the last release supports loading mods but some look real weird without the special qc support.

this could probably be made better but i guess it would require some massive codechanges.
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Postby MeTcHsteekle » Mon Feb 16, 2009 10:37 pm

mh wrote:Stainmaps, decals, etc are really really nice in principle, but unless they work correctly on inline (*) brushmodels they're just going to look wrong in many instances, and I lean on the side of not doing them at all in that case.

Same applies to shadows, by the way. If you're going to do it at all, do it right.

Problem is that the Q1 BSP format just doesn't contain enough info to properly support these things.


hm, well how would you apply these things as correctly as the q1bsp would allow? /hinthint nudgenudge saynomore/

i just noticed on my 213 comment i quoted your 213 comment :O
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Postby Killer of noobs » Mon Feb 16, 2009 10:56 pm

on an unrelated note, does anyone have a download for fiend hunter?
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Postby mh » Tue Feb 17, 2009 1:19 am

MeTcHsteekle wrote:
mh wrote:Stainmaps, decals, etc are really really nice in principle, but unless they work correctly on inline (*) brushmodels they're just going to look wrong in many instances, and I lean on the side of not doing them at all in that case.

Same applies to shadows, by the way. If you're going to do it at all, do it right.

Problem is that the Q1 BSP format just doesn't contain enough info to properly support these things.


hm, well how would you apply these things as correctly as the q1bsp would allow? /hinthint nudgenudge saynomore/

i just noticed on my 213 comment i quoted your 213 comment :O


Image

:wink:

A new BSP format would be one way; evaluating stuff at load time would be another, a third would be running through bmodel entities and checking separately against those (like is done with dynamic lights). None of it trivial, I'm afraid.
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Postby MeTcHsteekle » Thu Feb 19, 2009 2:56 am

whoa whoa whoa whoa, this is not my batman cup ... i mean which did u base it off of? , i mean like the source you used

reckless wrote:mh's opengl based engines have stainmaps "well atleast the one i based mine on" :P


sorry im seeing this so late, busy watching Darkman and forum browsing at the same time

i also rad that you need QMB particles for stainmaps, is this true?
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