I've fairly successfully pulled back from my botched radiosity implementation, and now have just one remaining annoyance, which is that the little slipgate lights don't seem to be contributing at all in certain circumstances. Fix that and I'm going well.
Other advances include alias model loading and deriving torch colours from the skins (instead of having them hard coded). Haven't done sprites (yet) - the format seems a little messy compared to alias. I've also had to do some palette mangling as Quake's washed-out colours don't exactly give great results. Halving the lowest of the 3 components seems to do the trick rather nicely.
Also, I've added in some "fake fullbrights" to cope with all of the lights in Quake maps that have a name containing the word "light" but that don't use fullbrights (e1m1 has a few). This scales the textures so that brighter colours accumulate more, and adds in a colour factor for those.
Anway, barring utter catastrophe I now have a fairly solid deadline again; we're at most one week away.
Tuesday, April 21, 2009
MHColour 2009 Update 8
Posted by
mhquake
at
9:53 PM
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