Water - lighting - transparency

Discuss the construction of maps and the tools to create maps for 3D games.
mankrip
Posts: 924
Joined: Fri Jul 04, 2008 3:02 am

Re: Water - lighting - transparency

Post by mankrip »

Bump.

Is there a light tool that can generate lightmap data for water surfaces? I'm looking forward to implementing lit water in the engine, so I need to re-lit the maps for testing.

After getting the rendering part of this working, I should probably implement a simplified in-game light compiler for turbulent surfaces only, to generate their lightmap data if it's missing.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
==-=-=-=-=-=-=-=-=-=-==
Dev blog / Twitter / YouTube
qbism
Posts: 1236
Joined: Thu Nov 04, 2004 5:51 am
Contact:

Re: Water - lighting - transparency

Post by qbism »

If no q1 compiler, qrad3 might be the closest thing. kmquake2 engine added feature to render lightmaps on trans surfaces and it does not require a compiler mod.
Spike
Posts: 2914
Joined: Fri Nov 05, 2004 3:12 am
Location: UK
Contact:

Re: Water - lighting - transparency

Post by Spike »

DP supports it, so I assume hmap supports it too. I don't know which commandline args it needs or if it needs any, sorry.
mankrip
Posts: 924
Joined: Fri Jul 04, 2008 3:02 am

Re: Water - lighting - transparency

Post by mankrip »

Hmap2 doesn't support it, and neither does Jardrup's light tool. All light utilities skips TEX_SPECIAL surfaces.

I'm going to integrate a simpler version of the vanilla light compiler in the engine, just to get it working. Jardrup's version can replace it later.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
==-=-=-=-=-=-=-=-=-=-==
Dev blog / Twitter / YouTube
Post Reply