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earliest dp build with stainmaps?
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MeTcHsteekle



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PostPosted: Sun Feb 15, 2009 3:19 am    Post subject: earliest dp build with stainmaps? Reply with quote

does anyone know what the earliest build of dark places with stainmaps? im looking through them ATM but im wondering if anyone would remember Confused
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leileilol



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PostPosted: Sun Feb 15, 2009 6:11 am    Post subject: Reply with quote

I think they existed in a mid-2002 build. Dunno why everyone went into a stainmap frenzy, I hated the idea since day 1.
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r00k



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PostPosted: Sun Feb 15, 2009 7:05 am    Post subject: Reply with quote

Ditto they look really blocky at some areas, besides if you can run DP you can use decals, (which still in 2009 do NOT clip to BSP! wtf?)
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MeTcHsteekle



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PostPosted: Sun Feb 15, 2009 4:49 pm    Post subject: Reply with quote

r00k wrote:
Ditto they look really blocky at some areas, besides if you can run DP you can use decals, (which still in 2009 do NOT clip to BSP! wtf?)


lolza
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MeTcHsteekle



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PostPosted: Sun Feb 15, 2009 6:54 pm    Post subject: Reply with quote

...aaaaanyways, can someone show me a blocky stainmap? i haven't seen one yet and ive been looking :S
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r00k



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PostPosted: Sun Feb 15, 2009 9:59 pm    Post subject: Reply with quote

DP's stainmaps look pretty good, compared to other engines that used them back in 2002, which were blocky because at times they'd clip at the edge of a parallel leaf. I would see this on DM3, shooting a wall near upper bridge where the stainmap would have a definite edge.
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MauveBib



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PostPosted: Sun Feb 15, 2009 10:20 pm    Post subject: Reply with quote

Or when shooting at an area where the texture is really scaled the stainmaps will be scaled too due to the weird lightmap format of q1bsp.
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reckless



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PostPosted: Mon Feb 16, 2009 3:36 am    Post subject: Reply with quote

mh's opengl based engines have stainmaps "well atleast the one i based mine on" Razz

which reminds me i have to upload the updated exe i think i squashed the problem with it not loading on anything besides nvidia cards Embarassed

and your going to love the lava effect muahaha ARB fragment shaders ftw. Twisted Evil
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Irritant



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PostPosted: Mon Feb 16, 2009 5:14 pm    Post subject: Reply with quote

r00k wrote:
Ditto they look really blocky at some areas, besides if you can run DP you can use decals, (which still in 2009 do NOT clip to BSP! wtf?)


It's a real bitch to implement. There are a few q2 based engines doing it though.
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mh



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PostPosted: Mon Feb 16, 2009 5:22 pm    Post subject: Reply with quote

Stainmaps, decals, etc are really really nice in principle, but unless they work correctly on inline (*) brushmodels they're just going to look wrong in many instances, and I lean on the side of not doing them at all in that case.

Same applies to shadows, by the way. If you're going to do it at all, do it right.

Problem is that the Q1 BSP format just doesn't contain enough info to properly support these things.
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reckless



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PostPosted: Mon Feb 16, 2009 10:14 pm    Post subject: Reply with quote

true its a real bitch to get running Sad

best decals i seen are tenebraes and they only got so far by feeding info from a script source + some qc hacks which in turn whacks up compatibility with mods who didnt have a speial progs.dat. in fact there first releases could only run quake and mods were not supported unless the protocol was changed in qc. the last release supports loading mods but some look real weird without the special qc support.

this could probably be made better but i guess it would require some massive codechanges.
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MeTcHsteekle



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PostPosted: Mon Feb 16, 2009 10:37 pm    Post subject: Reply with quote

mh wrote:
Stainmaps, decals, etc are really really nice in principle, but unless they work correctly on inline (*) brushmodels they're just going to look wrong in many instances, and I lean on the side of not doing them at all in that case.

Same applies to shadows, by the way. If you're going to do it at all, do it right.

Problem is that the Q1 BSP format just doesn't contain enough info to properly support these things.


hm, well how would you apply these things as correctly as the q1bsp would allow? /hinthint nudgenudge saynomore/

i just noticed on my 213 comment i quoted your 213 comment :O
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Killer of noobs



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PostPosted: Mon Feb 16, 2009 10:56 pm    Post subject: Reply with quote

on an unrelated note, does anyone have a download for fiend hunter?
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mh



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PostPosted: Tue Feb 17, 2009 1:19 am    Post subject: Reply with quote

MeTcHsteekle wrote:
mh wrote:
Stainmaps, decals, etc are really really nice in principle, but unless they work correctly on inline (*) brushmodels they're just going to look wrong in many instances, and I lean on the side of not doing them at all in that case.

Same applies to shadows, by the way. If you're going to do it at all, do it right.

Problem is that the Q1 BSP format just doesn't contain enough info to properly support these things.


hm, well how would you apply these things as correctly as the q1bsp would allow? /hinthint nudgenudge saynomore/

i just noticed on my 213 comment i quoted your 213 comment :O




Wink

A new BSP format would be one way; evaluating stuff at load time would be another, a third would be running through bmodel entities and checking separately against those (like is done with dynamic lights). None of it trivial, I'm afraid.
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MeTcHsteekle



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PostPosted: Thu Feb 19, 2009 2:56 am    Post subject: Reply with quote

whoa whoa whoa whoa, this is not my batman cup ... i mean which did u base it off of? , i mean like the source you used

reckless wrote:
mh's opengl based engines have stainmaps "well atleast the one i based mine on" Razz


sorry im seeing this so late, busy watching Darkman and forum browsing at the same time

i also rad that you need QMB particles for stainmaps, is this true?
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