Search found 2292 matches

by mh
Thu Jun 25, 2015 4:59 pm
Forum: Engine Programming
Topic: 16 bit MDL models?
Replies: 33
Views: 6078

Re: 16 bit MDL models?

Look for everywhere the trivertx_t struct is used in the engine; you'll need to adjust that code to also work with the different vertex type.
by mh
Fri Jun 19, 2015 12:38 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6024782

Re: What are you working on?

Hey, it's been a while mh... Glad to see you didn't give up of thinkering with Quake yet :) How about performance ? Is it usable already ? It's timedemoing at about 500fps on an Intel HD 4000 right now, so indications are that it's going to be very usable even after shadows go in. That's with ID1 c...
by mh
Fri Jun 19, 2015 11:12 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6024782

Re: What are you working on?

I'm kicking around realtime lighting again. The objective isn't to do anything like normal mapping, but instead to just replicate classic Quake lighting but in realtime, so I'm taking the lighting formulas from light.exe and porting them over to shader code. http://i62.tinypic.com/25u73x2.jpg I curr...
by mh
Tue Jun 09, 2015 12:07 am
Forum: General Discussion
Topic: Doom 4 trailer?
Replies: 90
Views: 74707

Re: Doom 4 trailer?

I just hope the kids of today can take it for what it is (fun) and not go totoally nuclear because its not realistic, It's more likely that the kids of today will go nuclear when they slam their faces into a wall and don't see ultra-high 16384*16384 textures with every post-process under the sun ca...
by mh
Thu May 21, 2015 7:59 am
Forum: Engine Programming
Topic: .lit2 format - request for feedback
Replies: 38
Views: 6758

Re: .lit2 format - request for feedback

A hand-coded bicubic filter in a fragment shader works well for smoothing out stair-steps, it's probably the best you're going to get outside of just using higher resolution source data. It's slower than regular texture lookups. Because multiple lightmaps are packed into a single texture they tend t...
by mh
Wed May 20, 2015 11:20 pm
Forum: Engine Programming
Topic: .lit2 format - request for feedback
Replies: 38
Views: 6758

Re: .lit2 format - request for feedback

Most of this is @ericw I suggested including texturemins as well as extents, which may have gotten lost in the noise. That would bring a struct to an equally odd 17 bytes (assuming short). It's hard to see where one byte could be saved (or what else could be used to usefully pad the struct) since ev...
by mh
Wed May 20, 2015 12:02 am
Forum: Engine Programming
Topic: .lit2 format - request for feedback
Replies: 38
Views: 6758

Re: .lit2 format - request for feedback

Just adding that when the format is finalized, I'll probably hack up coloured .lit2s for the ID1 maps.
by mh
Tue May 19, 2015 11:47 pm
Forum: Engine Programming
Topic: .lit2 format - request for feedback
Replies: 38
Views: 6758

Re: .lit2 format - request for feedback

OK, I've implemented this in a research engine. Some comments. I'm still strongly in favour of an array-of-structs for the per-surface overrides, and this experience just reinforces it. It wasn't painful to implement, but it was annoying . Don't let hypothetical future modification that may never ev...
by mh
Thu May 14, 2015 4:37 pm
Forum: Engine Programming
Topic: .lit2 format - request for feedback
Replies: 38
Views: 6758

Re: .lit2 format - request for feedback

Just to clarify: I don't like the QuakeSpasm method because it's dependent on a human being to not screw up. :twisted: For example, say a mapper releases a buggy V1 of a map then a few weeks later a bugfixed V2. They have the same name and go in the same gamedir. Which one does a LIT file belong to?...
by mh
Thu May 14, 2015 1:15 pm
Forum: Engine Programming
Topic: .lit2 format - request for feedback
Replies: 38
Views: 6758

Re: .lit2 format - request for feedback

@Spike: understood. One other feature that I consider a must-have: a robust method of confirming that the .lit2 file really does belong to the .bsp it's loaded with. With v1 .lits I typically compare the data size in the .lit with the data size in the original .bsp, and if it's an even 3x the size I...
by mh
Wed May 13, 2015 11:25 pm
Forum: Engine Programming
Topic: .lit2 format - request for feedback
Replies: 38
Views: 6758

Re: .lit2 format - request for feedback

Some more general rambling. I don't like this: //uint lmoffsets[numsurfs]; //completely overrides the bsp lightmap info //ushort lmextents[numsurfs*2]; //only to avoid precision issues. width+height pairs, actual lightmap sizes on disk (so +1). //byte lmstyles[numsurfs*4]; //completely overrides the...
by mh
Wed May 13, 2015 10:30 pm
Forum: Engine Programming
Topic: .lit2 format - request for feedback
Replies: 38
Views: 6758

Re: .lit2 format - request for feedback

OK, I understand (and was aware of) the complexity issue, but the extra variable for mappers to test didn't even occur to me. My bad. :oops: Regarding performance, this is going to highlight even more the need for a fast upload path for dynamic lightmaps. It's a few years since I did comparative tes...
by mh
Tue May 12, 2015 8:18 pm
Forum: Engine Programming
Topic: .lit2 format - request for feedback
Replies: 38
Views: 6758

Re: .lit2 format - request for feedback

I'd like to see more overbrighting range in this. Currently the light tool itself clamps at 255, and some hotspots will saturate to white rather than retain their correct colour as a result. Even something as simple as shifting the RGB values down 1 bit and using a 4x modulation scale (instead of 2x...
by mh
Sun May 03, 2015 4:33 pm
Forum: Engine Programming
Topic: Low resolution reflections in FTEQW
Replies: 4
Views: 1374

Re: Low resolution reflections in FTEQW

This demonstrates exactly why you should measure milliseconds per frame rather than frames per second. It actually isn't a catastrophic framerate drop, it's perfectly normal. At 500 fps a frame takes 2 milliseconds to draw. At 250 fps a frame takes 4 milliseconds to draw. The cost of drawing your re...
by mh
Fri May 01, 2015 10:42 am
Forum: Engine Programming
Topic: (Multi-) Threading
Replies: 59
Views: 9886

Re: (Multi-) Threading

If you're using traceline for collision detection you're probably doing something crazy in QC. Quake by default uses an "areanodes" system instead, which is not the BSP tree but a separate hierarchical tree, which subdivides the world into areas and places entities into those areas, so tha...