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DP questions: soft lights, bumpmapping and pretty water
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Thu Jan 28, 2010 11:10 pm    Post subject: Reply with quote

DP's reflections have always had this problem, and yes it'd be cool if it got fixed.

Regarding the lighting, I think you're a lot better off looking at mapping tutorials for Quake, Quake3 and Half-Life 2 for tips on getting better lighting. It's more a tweaking issue on the mapping side than an engine issue. Also try asking for help on more mapper-centric forums regarding this.

It looks like the example pic of what you're after has a penumbra on the shadow, which I don't know if any Quake or Quake3 compilers support. It seems to also have light radiation/bouncing (whatever you want to call it), which is a more common feature. You should also consider activating more blur on the compile stage, your lightmaps look very jagged.

Also, if I'm not entirely mistaken, your screenshots look a lot like you're using 16bit rendering, which greatly reduces the image quality also.
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Freemanoid



Joined: 16 Jun 2008
Posts: 52
Location: BELARUS

PostPosted: Fri Jan 29, 2010 10:17 am    Post subject: Reply with quote

I have tried DP build 20090709 and water works now. I think I will use it.
About lights, as I think its all because I am newbie in mapping. I read all links, thanks to everybody. I just need to learn more about this.
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Urre



Joined: 05 Nov 2004
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PostPosted: Fri Jan 29, 2010 1:16 pm    Post subject: Reply with quote

Oh, the flickering problem? I thought you meant the playermodel triangles which touch the water looking odd, cause it is odd.
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Teiman



Joined: 03 Jun 2007
Posts: 309

PostPosted: Fri Jan 29, 2010 2:14 pm    Post subject: Reply with quote

Freemanoid wrote:
I have tried DP build 20090709 and water works now. I think I will use it.
About lights, as I think its all because I am newbie in mapping. I read all links, thanks to everybody. I just need to learn more about this.


Do as I said. Try compiling with a tool that let you have a high level of ambient light, and put a single light, with a huge fallout (falloff?) ratio... if that gets you hard shadows, try to use a cluster of such lights. I think that could result on exacly what you want.

Darkplaces rendering is awesome, If you don't mind hard shadows, taxing the gpu, etc... you could use the dynamic shadows of darkplaces.. but probably you can get something more like what you want with precomputed lights.

Theres also a specialized mapping forum. our good friends on func_messageboard, these guys are good as the trade. Maybe a bit too focused on the style of lighting of q1.
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Fri Jan 29, 2010 11:54 pm    Post subject: Reply with quote

So, after reading this post, I decided to go back and experiment some more. I chose Q3MAP2 as a compiler and I gradually got this:

http://www.quakewiki.net/stuff/screens/

Notice the "grunge" effect caused by the '-dirty' parameter. The one thing I've noticed is that Q3MAP2 doesn't work with DarkPlaces' RT World/Shadows. It's pitch black.

When setting RT to off, the result is this. However, brush shadows look very ugly with a "stair" effect.
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Sat Jan 30, 2010 12:24 am    Post subject: Reply with quote

Chip wrote:
So, after reading this post, I decided to go back and experiment some more. I chose Q3MAP2 as a compiler and I gradually got this:

http://www.quakewiki.net/stuff/screens/

Notice the "grunge" effect caused by the '-dirty' parameter. The one thing I've noticed is that Q3MAP2 doesn't work with DarkPlaces' RT World/Shadows. It's pitch black.

When setting RT to off, the result is this. However, brush shadows look very ugly with a "stair" effect.


What size texture are you using?
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Sat Jan 30, 2010 12:56 am    Post subject: Reply with quote

Downsider wrote:
Chip wrote:
So, after reading this post, I decided to go back and experiment some more. I chose Q3MAP2 as a compiler and I gradually got this:

http://www.quakewiki.net/stuff/screens/

Notice the "grunge" effect caused by the '-dirty' parameter. The one thing I've noticed is that Q3MAP2 doesn't work with DarkPlaces' RT World/Shadows. It's pitch black.

When setting RT to off, the result is this. However, brush shadows look very ugly with a "stair" effect.


What size texture are you using?


512x512

EDIT: I've made a bit of progress, but I'll upload more tomorrow.
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Team Xlink



Joined: 25 Jun 2009
Posts: 320

PostPosted: Sat Jan 30, 2010 1:24 am    Post subject: Reply with quote

Freemanoid wrote:
q3map2 works with quake 1, but there is problem with original textures from quake 1.
Here screenshot :

Thanks for link I'll check it now.
About water. I paste here 2 screenshots. Water have different transparency. When you moving your cursor, but still looking at water, water transparency starting to changing very fast with light and dark, one by one. If you stop moving your mouse all is good. But if you walk and look at water it's transparency changing. And some reflections of objects (on 1st screenshot you can see players gun, but there is no such reflection on 2nd screenshot)
Sorry if I explain bad.

I've made video about "water bug"
Check it out here :
download
It's in .ogv format, but my media player classic plays it well.


Was that compatible with GlQuake?
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Sun Feb 14, 2010 11:46 pm    Post subject: Reply with quote

This question fits here as it's about hmap2 and q3map2. LordHavoc might know the answer to this question.

By using hmap2* to compile a map (a simple room with a water cube), and using Urre's dpprettywater, I have a nice water cube, and hard-edged shadows. Not good.

By using q3map2 I have dirt shadows (cool), smooth shadows, but no water cube. The console says the *awater04 texture was not found. It's not supposed to be found as a shader replaces it!

Shaders are a q3 feature. q3map2 is unable to compile it right? Please help! Smile Thanks.

* Full detail parameters are used.

EDIT: Nevermind, fixed it. Always read carefully the errors. I needed to add 'textures/' in front of water texture's name in the shader.

The water is not as pretty as by using hmap2, but it still looks great! Screens to come soon.
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Mon Feb 15, 2010 1:37 am    Post subject: Reply with quote

Chip wrote:
This question fits here as it's about hmap2 and q3map2. LordHavoc might know the answer to this question.

By using hmap2* to compile a map (a simple room with a water cube), and using Urre's dpprettywater, I have a nice water cube, and hard-edged shadows. Not good.

By using q3map2 I have dirt shadows (cool), smooth shadows, but no water cube. The console says the *awater04 texture was not found. It's not supposed to be found as a shader replaces it!

Shaders are a q3 feature. q3map2 is unable to compile it right? Please help! Smile Thanks.

* Full detail parameters are used.

EDIT: Nevermind, fixed it. Always read carefully the errors. I needed to add 'textures/' in front of water texture's name in the shader.

The water is not as pretty as by using hmap2, but it still looks great! Screens to come soon.


EDIT2: q3map2 does not make the water brush nonsolid. I also have a shader with a surfaceparm nonsolid, yet I still can't go through the water.
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