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Dynamic lighting in DP

 
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Sun Jul 11, 2010 2:14 pm    Post subject: Dynamic lighting in DP Reply with quote

OK, so I have a new map for a mod, with real time lighting activated and all.

I have a few lights scattered in the map, BUT, textures have no relief until I light up my flashlight. Look below to see what I mean.





How can I have those detailed textures without the flashlight.

PS: It's not those offsetmapping or reliefmapping. Those are totally diferrent, and they provide other bumpmapping effects.
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Sun Jul 11, 2010 2:20 pm    Post subject: Reply with quote

r_shadow_realtime_world 1?
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Sun Jul 11, 2010 2:22 pm    Post subject: Reply with quote

Spike wrote:
r_shadow_realtime_world 1?


No, Spike, that's already on.

LE: Found the same issue here - http://forums.inside3d.com/viewtopic.php?t=1715 - but I don't want to create/generate .lit files.

Anyway, that thread does not offer an answer or a working solution.
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ceriux



Joined: 06 Sep 2008
Posts: 968
Location: Florida, USA

PostPosted: Sun Jul 11, 2010 3:37 pm    Post subject: Reply with quote

one was never found. the RT lights that i placed never worked. i think they may have lit up. but they never gave me the effect i was wanting like the rocket did.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Sun Jul 11, 2010 4:35 pm    Post subject: Reply with quote

Did you compile the map with deluxe mapping?
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Mon Jul 12, 2010 3:45 pm    Post subject: Reply with quote

leileilol wrote:
Did you compile the map with deluxe mapping?


I used q3map2 WITHOUT deluxe mapping. I'll do this as soon as I get home. Do you think this might be the issue?

@ceriux, I know what you mean, but there SURELY is a logical explanation which might lead to an elegant solution.

LE: @lei, is this deluxe mapping by any chance that default bump texture that gets superimposed over ANY texture? That has been deactivated in Darkplaces.

Is this the same as q3map2's deluxemapping parameter?

LE2: Yes, it is Sad no change. Deluxemap in q3map2 only adds a noisy texture over all textures for some more details. Still no bumpiness.
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