4808 crash
4911 (latest release) crash
Spike wrote:should normally be 1 for static/world lights (note that you can have static 'dynamic' lights too, but these should be rare. really it depends how you want to deal with various settings).
In this map(that is my first map ever, so pardon my ignorance) I wanted that lights cast dynamic soft shadows on players and surfaces, so that, when player is positioned underneath the light, light projects on him/her (and on the ground underneath) a nice soft shadow (plus the shadows on player torso when light intesect player's arms, which it's a nice effect). I don't know if these are dynamic / static lights. I don't know the nomenclature, sorry. So, I know, it's my mistake. I'd like to learn a bit more, but I couldn't find a documentation
Spike wrote:its tempting, but I don't know of any decent algorithm.
Let be tempted, let be tempted!
Probably, from the top of my ignorance, the
Voxel Cone Tracing algorithm seems the more used today. Iirc also Unreal engine 4 uses this (but I'm not 100% sure), because it gives nice results with fair performance compromise, but probably it's a nightmare to implement it in a Quake-based engine, no idea.
you can use the [ and ] keys to push it to/away from the surface normal underneath the mouse. this makes it easy to push it away/towards any given surface that you can see (but typically the surface you just moved it near). you are correct that the m key will not maintain the same distance from the surface.
I tried, but it seems that light becomes spot and "rotates", instead of translating. Plus, s_light.spr doens't remain aligned to shadow, when shadow moves, so it becomes difficult to follow the light
so why bother with realtime lights in the first place? just use deluxemaps.
No, I explained myself bad, I meant that I wanted players and entities do cast shadows. That's why I rejected static global illumination solution immediately.
Let's do a thing: I'll create a SHINY new FTEQW installation and I'll try deluxemapping and realtime lights mixed. Because, right now, lightmaps aren't visible on my FTEQW installation.
I build the map with this config
Code: Select all
<build name="Test: -bsp, -vis and -light, NO collisions meshes">
<command>[q3map2_32bit] -meta -v "[MapFile]"</command>
<command>[q3map2_32bit] -vis -saveprt "[MapFile]"</command>
<command>[q3map2_32bit] -light -fast -patchshadows -samples 3 -bounce 8 -gamma 2 -compensate 4 -dirty -v "[MapFile]"</command>
</build>
It creates lightmaps folder with .tgas inside but they're not shown during game and I tried every r_shadow and r_editlights command combination
#EDIT:
Spike wrote:regarding your $lightmaps on surfaces that don't have lightmap info... yeah, don't do that. it doesn't make sense.
But, if I discard $lightmap entry on shader, model is not affected by rtlights too!
