earliest dp build with stainmaps?
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not to my understanding mhquake uses its own particle system but replaces sprites.
as far as i know stainmaps function a bit like colored lighting "looking at the code" hmm yep seems like its a bit like colored lighting code mh may have some more info though ?
as far as i know stainmaps function a bit like colored lighting "looking at the code" hmm yep seems like its a bit like colored lighting code mh may have some more info though ?
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revelator - Posts: 2567
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Yup, almost but not quite exactly like coloured lighting. Stainmaps work as if they were really small dynamic lights, which is the reason why they can appear blocky a lot of the time.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
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ok i wasnt far of
quite interresting i think cause that actually means lights are textures ? "but generated ones".
i found that stainmaps tend to be more diffuse than decals dunno if thats what's ment with blocky
hmm maybe going einstein with some cubemap code could produce something that looked a bit better ?
quite interresting i think cause that actually means lights are textures ? "but generated ones".
i found that stainmaps tend to be more diffuse than decals dunno if thats what's ment with blocky
hmm maybe going einstein with some cubemap code could produce something that looked a bit better ?
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revelator - Posts: 2567
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The idea behind stain maps is to reduce the blue and green lighting in areas, so blood splattering walls makes them go red.
Once applied stain maps do not impact performance.
Although 1000 gibs flying around a room spraying blood all over the place does, however.
They're a lightmap hack, and depend upon the lighting resolution for their precision. Generally that's a consistant 16-texel/quake-unit precision. Which isn't that great.
They're not so great for deathmatch games, as they tend to linger and just make the map dark. Clipped decals rule.
Once applied stain maps do not impact performance.
Although 1000 gibs flying around a room spraying blood all over the place does, however.
They're a lightmap hack, and depend upon the lighting resolution for their precision. Generally that's a consistant 16-texel/quake-unit precision. Which isn't that great.
They're not so great for deathmatch games, as they tend to linger and just make the map dark. Clipped decals rule.
- Spike
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Spike wrote:They're not so great for deathmatch games, as they tend to linger and just make the map dark.
not for me, i use them as indicators such as:
more red = more people have be esploded there = avoid/approach with caution = i might not die as much
same goes with deadguys, recently respawned/missing items etc.
bah
- MeTcHsteekle
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they may have there uses
but else i agree with spike clipped decals do look better
for blood they just look wrong but wall marks from say the lighting gun looks kinda good.
will see if i can get some decals running in realm hopefully it wont look to borked combined with stains.
for blood they just look wrong but wall marks from say the lighting gun looks kinda good.
will see if i can get some decals running in realm hopefully it wont look to borked combined with stains.
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revelator - Posts: 2567
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- Location: inside tha debugger
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