Suggestions for LordHavoc's Darkplaces

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Qrv
Posts: 45
Joined: Thu Oct 20, 2011 7:43 am
Location: Stuck in a Slipgate.

Re: Suggestions for LordHavoc's Darkplaces

Post by Qrv »

Sorry to Necro this, but I have a request for DarkPlaces engine feature.
I would really love to have the ability to use normal maps, specular maps and have particles light correctly by dynamic lights.

Maybe the normal maps and specular maps are not needed, but what I'm after is the ability to make a dp_refract shader style particle,
allowing for stuff like heat-haze/view warping in particles.

And the request to have particles light correctly by RTLights, mainly for normal alpha blended particles, could instantly add alot to atmosphere where
"Fog" / "Smoke" style effects are used.

EDIT:

Also, not a feature request, but I'd love some documentation on how to get the best optimization out of RTLight placement.

At this time, I only understand the facts that over-lapping too many lightvolumes will cause a slowdown, and I understand doing the same for shadowvolumes will cause great slowdown also.
However, if theres any other tips/tricks people know for getting the best fps while using RTLights, that'd help me a lot.

EDIT:

Also.... I'd like to have a way to only allow bloom (hdr/normal mode either one or both) to effect "fullbright" (_luma) textures only, not the entire world.
I've mucked around alot with the bloom and hdr bloom settings via the console, and can indeed get quite close to the effect I want, but it effects the global scene which I do *not* want. Ideally I want to have a serious amount of bloom on _luma's and the sky, but leave other textures outta the bloom equations.
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mankrip
Posts: 924
Joined: Fri Jul 04, 2008 3:02 am

Re: Suggestions for LordHavoc's Darkplaces

Post by mankrip »

As for me, all I wanted was an answer for this:
mankrip wrote:Is it possible to get Darkplaces to have the same "viewsize 100" bobbing as Makaqu/vanilla Quake have?
mankrip wrote:Exactly the same as GLQuake with the viewsize cvar set to 100 (full HUD). Darkplaces does not display the weapon model at the same position GLQuake does in this case, and due to this the weapon doesn't move the same way when we look up or down.
I've tried editing it in the code years ago, but DP's code was so different I didn't know how to reimplement this feature.

The lack of this view up/down bobbing is the thing that puts me off the most in any custom Quake engines. I loved how it was always present at any viewsize in QuakeDC, and this is why I've made it optional in Makaqu, so I can have it even with the viewsize set to 120.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Qrv
Posts: 45
Joined: Thu Oct 20, 2011 7:43 am
Location: Stuck in a Slipgate.

Re: Suggestions for LordHavoc's Darkplaces

Post by Qrv »

Also, can we have multi-pass Q3 shaders?

The most common example for this would be for sky layers, although using skybox's is great, they just dont feel right for Q1.


EDIT:

Also, when using r_editlights 1 to modifiy RTLight, can we have some kind of wireframe/transparent sphere to show RTLight radius?
And maybe some kind of XYZ Angle gizmo for rotating cubemapped lights? Ie, to show which direction the angels are at, not to actually modifiy the angle of the RTLight.
I'm looking for a Mapper, Modeller/Animator and a Sound effect/Music person, to work on an exciting project. PM Me here, or catch me on IRC for further info.
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: Suggestions for LordHavoc's Darkplaces

Post by leileilol »

Qrv wrote:Also, can we have multi-pass Q3 shaders?
Hard to do for perpixel rendering
i should not be here
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