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

Posted: Mon Mar 02, 2009 8:29 pm Post subject: |

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 Posts: 910 |

Posted: Mon Mar 02, 2009 9:23 pm Post subject: |

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. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
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reckless Joined: 24 Jan 2008 Posts: 390 Location: inside tha debugger |

Posted: Tue Mar 03, 2009 12:26 am Post subject: |

ok i wasnt far of 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 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 Posts: 944 Location: UK |

Posted: Tue Mar 03, 2009 1:13 am Post subject: |

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 Posts: 397 Location: its a secret |

Posted: Tue Mar 03, 2009 3:27 am Post subject: |

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 |

Posted: Fri Mar 06, 2009 4:34 am Post subject: |

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