I've found that ArghRad has the functionality I need, so I'm putting this aside for now.
My guess is that it checks the trace to see if it starts INSIDE of the sky/light emitting brush, and counts that ray check as passing.
Search found 219 matches
- Mon Mar 09, 2015 3:41 am
- Forum: Mapping
- Topic: Dark spots/edges near sky when using sky lighting in Quake2
- Replies: 20
- Views: 28184
- Thu Mar 05, 2015 2:11 am
- Forum: Engine Programming
- Topic: Finally nailed how to capture and render the depth buffer
- Replies: 8
- Views: 3331
Re: Finally nailed how to capture and render the depth buffe
That's pretty awesome!revelator wrote:http://www.youtube.com/watch?feature=pl ... vdzFWCGpKA
steves demolook at the tablet
- Thu Mar 05, 2015 1:12 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511188
Re: What are you working on?
The sunlight in arghrad bothered me. It was set up so everything that had line of sight to the sky was uniformly lit with an "ambient" value. This ended up causing things to look very bland and incorrect. Reflected light would make areas that should have been darker actually lighter.
http ...
http ...
- Thu Mar 05, 2015 12:38 am
- Forum: Engine Programming
- Topic: Quake2 filesytem bug
- Replies: 2
- Views: 2108
Re: Quake2 filesytem bug
There are already checks for that (assuming this is in vanilla q2):
if (strstr(dir, "..") || strstr(dir, "/")
|| strstr(dir, "\\") || strstr(dir, ":"))
{
Com_Printf("Gamedir should be a single filename, not a path.\n");
return;
}
I guess I must have had to deal with something similar. I ...
if (strstr(dir, "..") || strstr(dir, "/")
|| strstr(dir, "\\") || strstr(dir, ":"))
{
Com_Printf("Gamedir should be a single filename, not a path.\n");
return;
}
I guess I must have had to deal with something similar. I ...
- Thu Mar 05, 2015 12:21 am
- Forum: General Discussion
- Topic: Unity 5 and Unreal Engine 4 are now free of charge!
- Replies: 21
- Views: 13424
Re: Unity 5 and Unreal Engine 4 are now free of charge!
It's crazy how the competition has driven engine prices down to nothing!
On a sad note, this means fewer people will be looking at GPL'd idTech engines.
On a sad note, this means fewer people will be looking at GPL'd idTech engines.
- Thu Mar 05, 2015 12:18 am
- Forum: Engine Programming
- Topic: Funny C Rules (And Low-Level Languages in general)
- Replies: 74
- Views: 102695
Re: Funny C Rules (And Low-Level Languages in general)
I wonder if it's a rule that /* */ comments are treated as whitespace, or if that behavior could vary from compiler to compiler. Obvious approach is, "Don't do that!" 
- Wed Mar 04, 2015 7:46 am
- Forum: Mapping
- Topic: Dark spots/edges near sky when using sky lighting in Quake2
- Replies: 20
- Views: 28184
Re: Dark spots/edges near sky when using sky lighting in Qua
I noticed a similar issue (horizontal line on a wall) in my test map. Not sure what causes it. Maybe it's at the max edge when the lighting util is forced to chop the geometry? Maybe adding another brush caused qbsp to break the geometry up differently?
There are certainly some weird little nuances ...
There are certainly some weird little nuances ...
- Wed Mar 04, 2015 5:02 am
- Forum: Mapping
- Topic: Texture alignment with origin brushes and func_door_rotate
- Replies: 6
- Views: 16613
Re: Texture alignment with origin brushes and func_door_rota
Well, when I was in the process of converting DeWan's modifications to the GPL codebase, I noticed this bit of code in TexinfoForBrushTexture():
/* Originally:
shift[0] = DotProduct (origin, vecs[0]);
shift[1] = DotProduct (origin, vecs[1]);
*/
if (!bt->scale[0])
bt->scale[0] = 1;
if (!bt ...
/* Originally:
shift[0] = DotProduct (origin, vecs[0]);
shift[1] = DotProduct (origin, vecs[1]);
*/
if (!bt->scale[0])
bt->scale[0] = 1;
if (!bt ...
- Tue Mar 03, 2015 4:44 am
- Forum: Mapping
- Topic: Getting Surface Flags in qrad3?
- Replies: 2
- Views: 11908
Re: Getting Surface Flags in qrad3?
Ah-HAH! I see it.
Thanks a bunch!
Code: Select all
if (node->children[i] < 0)
{
t->children[i] = (dleafs[-node->children[i] - 1].contents & CONTENTS_SOLID) | (1<<31);
}
else
{
t->children[i] = tnode_p - tnodes;
MakeTnode (node->children[i]);
}- Tue Mar 03, 2015 3:49 am
- Forum: Artificial Intelligence
- Topic: CroTeam automates puzzle solving in Talos Principle
- Replies: 1
- Views: 12334
Re: CroTeam automates puzzle solving in Talos Principle
Cool. I've often wondered if it would be possible to have bots playtest a more traditional shooter map (not with waypoints, but by actually learning/discovering). I hope that one day I'll get some bot AI up to the point where this concept can be tested...
- Tue Mar 03, 2015 3:44 am
- Forum: Mapping
- Topic: Dark spots/edges near sky when using sky lighting in Quake2
- Replies: 20
- Views: 28184
Re: Dark spots/edges near sky when using sky lighting in Qua
This is what I'm referring to:
If I put a sky (or I guess any light emitting surface) flat along the top of a map, I get this (note the dark edges):
http://jitspoe.com/images/devel/surflight_blackedge.jpg
It's possible to work around this by building the sky up vertically (building walls of sky ...
If I put a sky (or I guess any light emitting surface) flat along the top of a map, I get this (note the dark edges):
http://jitspoe.com/images/devel/surflight_blackedge.jpg
It's possible to work around this by building the sky up vertically (building walls of sky ...
- Tue Mar 03, 2015 3:33 am
- Forum: Mapping
- Topic: Getting Surface Flags in qrad3?
- Replies: 2
- Views: 11908
Getting Surface Flags in qrad3?
So I'm basically rewriting the sun light feature in qrad3, and I need to do a trace that will return true if it hits sky. I'm running into a bit of an issue, though. For some reason, I can't seem to get to the brushes with the trace.
Original trace:
int TestLine_r (int node, vec3_t set_start ...
Original trace:
int TestLine_r (int node, vec3_t set_start ...
- Sun Mar 01, 2015 11:10 pm
- Forum: Mapping
- Topic: Dark spots/edges near sky when using sky lighting in Quake2
- Replies: 20
- Views: 28184
Re: Dark spots/edges near sky when using sky lighting in Qua
I'll try to play around with this soon.
I would have thought the problem would come from the DotProduct check, as the black edge would be where the dot product is at/near zero. I wonder if adding a small fraction to the DotProduct result would help with this (but might cause light to bleed into ...
I would have thought the problem would come from the DotProduct check, as the black edge would be where the dot product is at/near zero. I wonder if adding a small fraction to the DotProduct result would help with this (but might cause light to bleed into ...
- Sun Mar 01, 2015 11:04 pm
- Forum: Engine Programming
- Topic: Funny C Rules (And Low-Level Languages in general)
- Replies: 74
- Views: 102695
Re: Funny C Rules (And Low-Level Languages in general)
I guess the parameter order thing is all a matter of perspective. I always thought it made sense reading left to right, like with VectorCopy(A, B); I'm starting with A, and copying it to B.
Consts and better parameter names (like VectorCopy(in, out)) can help with this confusion.
It wasn't until I ...
Consts and better parameter names (like VectorCopy(in, out)) can help with this confusion.
It wasn't until I ...
- Sun Mar 01, 2015 10:56 pm
- Forum: Mapping
- Topic: Q2 QBSP3 That Properly Handles Small Brushes?
- Replies: 13
- Views: 22072
Re: Q2 QBSP3 That Properly Handles Small Brushes?
After some Internet sleuthing, I finally got in touch with Geoffrey DeWan, and this was his response:
Man, I didn't even know that still existed. I am not sure exactly what I can release it as. The copy of the source code I originally grabbed from id software was released without any license at ...
Man, I didn't even know that still existed. I am not sure exactly what I can release it as. The copy of the source code I originally grabbed from id software was released without any license at ...