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earliest dp build with stainmaps?
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reckless



Joined: 24 Jan 2008
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Location: inside tha debugger

PostPosted: Mon Mar 02, 2009 8:29 pm    Post subject: Reply with quote

not to my understanding mhquake uses its own particle system but replaces sprites.

as far as i know stainmaps function a bit like colored lighting "looking at the code" hmm yep seems like its a bit like colored lighting code mh may have some more info though ?
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mh



Joined: 12 Jan 2008
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PostPosted: Mon Mar 02, 2009 9:23 pm    Post subject: Reply with quote

Yup, almost but not quite exactly like coloured lighting. Stainmaps work as if they were really small dynamic lights, which is the reason why they can appear blocky a lot of the time.
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reckless



Joined: 24 Jan 2008
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PostPosted: Tue Mar 03, 2009 12:26 am    Post subject: Reply with quote

ok i wasnt far of Wink

quite interresting i think cause that actually means lights are textures ? "but generated ones".

i found that stainmaps tend to be more diffuse than decals dunno if thats what's ment with blocky Laughing

hmm maybe going einstein with some cubemap code could produce something that looked a bit better ?
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Spike



Joined: 05 Nov 2004
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PostPosted: Tue Mar 03, 2009 1:13 am    Post subject: Reply with quote

The idea behind stain maps is to reduce the blue and green lighting in areas, so blood splattering walls makes them go red.
Once applied stain maps do not impact performance.
Although 1000 gibs flying around a room spraying blood all over the place does, however.

They're a lightmap hack, and depend upon the lighting resolution for their precision. Generally that's a consistant 16-texel/quake-unit precision. Which isn't that great.

They're not so great for deathmatch games, as they tend to linger and just make the map dark. Clipped decals rule.
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MeTcHsteekle



Joined: 15 May 2008
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PostPosted: Tue Mar 03, 2009 3:27 am    Post subject: Reply with quote

Spike wrote:
They're not so great for deathmatch games, as they tend to linger and just make the map dark.


not for me, i use them as indicators such as:
more red = more people have be esploded there = avoid/approach with caution = i might not die as much

same goes with deadguys, recently respawned/missing items etc.
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reckless



Joined: 24 Jan 2008
Posts: 390
Location: inside tha debugger

PostPosted: Fri Mar 06, 2009 4:34 am    Post subject: Reply with quote

they may have there uses Wink but else i agree with spike clipped decals do look better Smile

for blood they just look wrong but wall marks from say the lighting gun looks kinda good.

will see if i can get some decals running in realm hopefully it wont look to borked combined with stains.
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