DP questions: soft lights, bumpmapping and pretty water
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DP questions: soft lights, bumpmapping and pretty water
Ok, I want to ask about soft lights.
As you can see in screenshot below, (engine - darkplaces) light have ugly shadows and looks poor.
Is it possible to make better, realistic lighting? Something like this :
(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"
Here id1/textures/ I placed my texture named "dev_wall01a_bump.tga"
(Or id1/textures/orangemap/dev_wall01a_bump.tga)
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.
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)
As you can see in screenshot below, (engine - darkplaces) light have ugly shadows and looks poor.
Is it possible to make better, realistic lighting? Something like this :
(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"
Here id1/textures/ I placed my texture named "dev_wall01a_bump.tga"
(Or id1/textures/orangemap/dev_wall01a_bump.tga)
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.
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^
- Freemanoid
- Posts: 52
- Joined: Mon Jun 16, 2008 11:25 am
- Location: BELARUS
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.
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.
- Teiman
- Posts: 309
- Joined: Sun Jun 03, 2007 9:39 am
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.
How can I fix bug with water? I dont full understand. dpwater.pk3 already have some shader.
^O,..,o^
- Freemanoid
- Posts: 52
- Joined: Mon Jun 16, 2008 11:25 am
- Location: BELARUS
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/
http://icculus.org/twilight/darkplaces/ ... 100113.zip
But if you're using DarkPlaces, feel free to use q3map2:
http://shaderlab.com/q3map2/
- JasonX
- Posts: 411
- Joined: Tue Apr 21, 2009 2:08 pm
Thanks. I'll try it all!
But I don't understand why bumpmapping isn't working. Can anybody help me with it?
But I don't understand why bumpmapping isn't working. Can anybody help me with it?
^O,..,o^
- Freemanoid
- Posts: 52
- Joined: Mon Jun 16, 2008 11:25 am
- Location: BELARUS
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.
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.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
q3map2 works with quake 1, but there is problem with original textures from quake 1.
Here screenshot :
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.
Here screenshot :
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^
- Freemanoid
- Posts: 52
- Joined: Mon Jun 16, 2008 11:25 am
- Location: BELARUS
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
- JasonX
- Posts: 411
- Joined: Tue Apr 21, 2009 2:08 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...
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...
- Teiman
- Posts: 309
- Joined: Sun Jun 03, 2007 9:39 am
Look at the video that I have uploaded.
I think you will understand what I mean about water.
I think you will understand what I mean about water.
^O,..,o^
- Freemanoid
- Posts: 52
- Joined: Mon Jun 16, 2008 11:25 am
- Location: BELARUS
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?
- Teiman
- Posts: 309
- Joined: Sun Jun 03, 2007 9:39 am
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.
Patch maps with id1vis.
Then install dpwater.pk3 in your id1 directory.
Then, in game, exec water.cfg.
That's all.
^O,..,o^
- Freemanoid
- Posts: 52
- Joined: Mon Jun 16, 2008 11:25 am
- Location: BELARUS
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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