Ambient light (dynamic) in FTEQW
Posted: Thu Jun 18, 2015 11:38 am
There's a way to create a dynamic ambient light in FTEQW? For ambient light I mean an overall non-specular light that could or couldn't (better couldn't) project shadows but that gives a subtle (or not so subtle, it depends on how much you increase it)illumination, that, combined with point lights, gives a nice result. Because, to simulate this effect, I'm forced to use many lights (10 or so) and fte doesn't seem to like them (framerate drops from 200/250 frames to 40/60 frames per second).
I don't want to use lightmaps but only dynamic lights.
My workflow is (I don't know if it's the correct one) to create lights in NetRadiant and build BSP + VIS passes (no light pass) and to open map in FTEQW and dynamics lights are already there because r_editlights_import_diffuse and speculare set to 1
r_editlights_import_ambient set to 1 with just one light doesn't give a nice result because point light is directional and, it floods (as it should) the area where it is but leaves black the areas where radius falloffs.
cvar ambient_level and ambient_fade seem to be ambient sound cvars
Questions to Spike:
1) I saw in fte src that there's a cvar named r_ambient but I tried to digit it but it doesn't exist
2) Any plan to add dynamic global illumination in FTEQW? That would be a GREAT addition!
3) There's a way to exclude some dynamic point light to project specular light (project only diffuse light)?
The ideal method would be (imho) to create a group entity in NetRadiant that covers the entire area where I need the area ambient light (in my case, the entire map) and, in quakec, to set the ambient light via pflags, but WITHOUT radius. COuld it be feasible?
Thanks guys
I don't want to use lightmaps but only dynamic lights.
My workflow is (I don't know if it's the correct one) to create lights in NetRadiant and build BSP + VIS passes (no light pass) and to open map in FTEQW and dynamics lights are already there because r_editlights_import_diffuse and speculare set to 1
r_editlights_import_ambient set to 1 with just one light doesn't give a nice result because point light is directional and, it floods (as it should) the area where it is but leaves black the areas where radius falloffs.
cvar ambient_level and ambient_fade seem to be ambient sound cvars
Questions to Spike:
1) I saw in fte src that there's a cvar named r_ambient but I tried to digit it but it doesn't exist
2) Any plan to add dynamic global illumination in FTEQW? That would be a GREAT addition!
3) There's a way to exclude some dynamic point light to project specular light (project only diffuse light)?
The ideal method would be (imho) to create a group entity in NetRadiant that covers the entire area where I need the area ambient light (in my case, the entire map) and, in quakec, to set the ambient light via pflags, but WITHOUT radius. COuld it be feasible?
Thanks guys

