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DP questions: soft lights, bumpmapping and pretty water

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DP questions: soft lights, bumpmapping and pretty water

Postby Freemanoid » Wed Jan 27, 2010 9:34 am

Ok, I want to ask about soft lights.
As you can see in screenshot below, (engine - darkplaces) light have ugly shadows and looks poor.
Image
Is it possible to make better, realistic lighting? Something like this :
Image
(Screenshot of the same map but in 3ds max)

And the second question, about bumpmapping :

For example, I have in my map (orangemap.bsp) texture named "dev_wall01a.tga"
Image
Here id1/textures/ I placed my texture named "dev_wall01a_bump.tga"
(Or id1/textures/orangemap/dev_wall01a_bump.tga)
Image
And as you can see on first screenshot in this thread, there is nothing bumpmapping on walls.

What is wrong?
(Same I can say about all models)

And the last question, about water.
I installed "pretty water" (Pretty DP Water Pack v 0.2 by Zombie & Urre), then I patched all my maps with "id1vis"
Now, I have strange bug. See it on screenshots below.
Image
Image
As you can see, water on screenshots is different. And this is always happens if you look at water, and start to moving your view.
(Also, on water, there is no bumpmapping)
^O,..,o^
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Postby JasonX » Wed Jan 27, 2010 1:46 pm

What are you using for compiling your map? q3map2 or hmap2? Which options enabled/disabled?
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Postby Teiman » Wed Jan 27, 2010 1:56 pm

Since lighmap generation is done in the compiling of the bsp file.... is all about your compiling tools, not the engine. You can use a compiler tool that light the map "HL" style... emiting light from textures... thats a cool way to do it, and generate more realistic light (IMHO). I think there are a few "HL style" lighting tools for the Quake1 format.

A hack to have better water is to implement "waves" as models or textures. Still you don't get the typical "shader water" you get on modern games, but It makes water feel more.... he.. wet.
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Postby Freemanoid » Wed Jan 27, 2010 2:16 pm

I make my maps in quark. for compiling I use standart txqbsp, vis, light. I need to use something else for more realistic effect?
How can I fix bug with water? I dont full understand. dpwater.pk3 already have some shader.
^O,..,o^
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Postby c0burn » Wed Jan 27, 2010 3:54 pm

You can try hmap2 or q1rad.
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Postby JasonX » Wed Jan 27, 2010 4:53 pm

Use hmap2 for vanilla Quake:

http://icculus.org/twilight/darkplaces/ ... 100113.zip

But if you're using DarkPlaces, feel free to use q3map2:

http://shaderlab.com/q3map2/
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Postby Freemanoid » Wed Jan 27, 2010 5:35 pm

Thanks. I'll try it all!
But I don't understand why bumpmapping isn't working. Can anybody help me with it?
^O,..,o^
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Postby Spirit » Wed Jan 27, 2010 5:38 pm

Uh, do not judge lighting with such textures... Also make sure you read the light tool's documentation (use http://user.tninet.se/~xir870k/ if you don't already).

q1rad would be a tool like Tei suggested.
q3map2 would not work for a Quake 1 bsp/map file.

I have no idea what you mean with the water screenshots.
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Postby Freemanoid » Wed Jan 27, 2010 6:22 pm

q3map2 works with quake 1, but there is problem with original textures from quake 1.
Here screenshot :
Image
Thanks for link I'll check it now.
About water. I paste here 2 screenshots. Water have different transparency. When you moving your cursor, but still looking at water, water transparency starting to changing very fast with light and dark, one by one. If you stop moving your mouse all is good. But if you walk and look at water it's transparency changing. And some reflections of objects (on 1st screenshot you can see players gun, but there is no such reflection on 2nd screenshot)
Sorry if I explain bad.

I've made video about "water bug"
Check it out here :
download
It's in .ogv format, but my media player classic plays it well.
^O,..,o^
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Postby JasonX » Wed Jan 27, 2010 7:17 pm

Freemanoid wrote:q3map2 works with quake 1, but there is problem with original textures from quake 1.


You are placing your lights too close to the surfaces. Also:

http://www.moddb.com/tutorials/lighting ... s-and-whys
http://www.moddb.com/games/half-life-2/ ... ght-effect
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Postby Teiman » Wed Jan 27, 2010 8:00 pm

With the water thing, I think he mean how to make the Quake water looks more like water.
http://www.youtube.com/watch?v=P5PF3bNSPC4

Theres also other things about lighting compile tools like ambient levels. You probably can make your map looks how you want it to look just setting a very high ambient level, and a single light entity somewhere with a hure falloff. IF such flexible light tool exist...
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Postby Freemanoid » Wed Jan 27, 2010 8:30 pm

Look at the video that I have uploaded.
I think you will understand what I mean about water.
^O,..,o^
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Postby Teiman » Wed Jan 27, 2010 10:43 pm

Freemanoid wrote:Look at the video that I have uploaded.
I think you will understand what I mean about water.


Thats is a absolutelly horrible flickering problem. I don't remenber vis-patched maps to have it.... oh.. is a reflection thing!.. I see the player body and sky. Maybe is not working, because of some "heigh fighting" or stuff. How you manage to activate this thing?
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Postby Freemanoid » Wed Jan 27, 2010 10:59 pm

I did all as spoke in installation :
Patch maps with id1vis.
Then install dpwater.pk3 in your id1 directory.
Then, in game, exec water.cfg.
That's all.
^O,..,o^
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Postby Chip » Thu Jan 28, 2010 10:45 am

Freemanoid wrote:I did all as spoke in installation :
Patch maps with id1vis.
Then install dpwater.pk3 in your id1 directory.
Then, in game, exec water.cfg.
That's all.


dpwater used to work just fine with DarkPlaces. However, the last builds - starting from December, 2009 - started having the flickering problem. Might be a DP issue, and LordHavoc might answer this more detailed.

Try an older build, like October 2009. You'll see what I mean.
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