Water - lighting - transparency
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Re: Water - lighting - transparency
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.
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.
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mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
Re: Water - lighting - transparency
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.
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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: Water - lighting - transparency
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.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Re: Water - lighting - transparency
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.
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.
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mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
19 posts
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