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InsideQC Forums • View topic - Dynamic lights on moving brush models

Dynamic lights on moving brush models

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Dynamic lights on moving brush models

Postby mh » Sun Mar 04, 2012 8:46 pm

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Re: Dynamic lights on moving brush models

Postby leileilol » Mon Mar 05, 2012 2:49 am

COOL!!!!! I'll try to try this in software.
a good place to test this is dm2's moving platform


In software, the R_DrawBrushModel equivelant is R_DrawBEntitiesOnList in r_main.c
i'm only a bit lost on the matrix translation
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Re: Dynamic lights on moving brush models

Postby mh » Mon Mar 05, 2012 8:59 am

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Re: Dynamic lights on moving brush models

Postby toneddu2000 » Mon Mar 05, 2012 12:25 pm

SuperCool! So, if I understood correctly, if I use Ode, I could make a swinging lamp which castes real time shadows(like far cry did in a map)?
- my first commercial game, made with FTEQW game engine
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Re: Dynamic lights on moving brush models

Postby leileilol » Mon Mar 05, 2012 1:05 pm

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Re: Dynamic lights on moving brush models

Postby Baker » Mon Mar 05, 2012 5:09 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: Dynamic lights on moving brush models

Postby mh » Mon Mar 05, 2012 5:52 pm

I've been looking over the software Quake source and it seems that further work is needed for this.

As I understand it, the basic loop goes something like this:

- Identify which entities get drawn
- Mark lights in the world
- Mark lights for entities
- Build surface caches for the world
- Build surface caches for entities
- Draw the lot

The problem here is that the "transformed" member will go out of step - it's necessary to retransform again during the surface cache building stages, for both entities and for the world.
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Re: Dynamic lights on moving brush models

Postby toneddu2000 » Tue Mar 06, 2012 8:44 am

- my first commercial game, made with FTEQW game engine
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Re: Dynamic lights on moving brush models

Postby Chip » Tue Mar 06, 2012 1:16 pm





Fear not the dark, but what the dark hides.
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Re: Dynamic lights on moving brush models

Postby toneddu2000 » Tue Mar 06, 2012 3:59 pm

Thanks Chip for the hint but I didn't want to cast fake shadows, I want to parent a real light to a model, so wherever the model goes the shadow will cast realtime shadows
- my first commercial game, made with FTEQW game engine
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Re: Dynamic lights on moving brush models

Postby Spike » Tue Mar 06, 2012 4:41 pm

there's some tenebrae extension that allows you to attach proper realtime lights to entities, but you might need stuff like MOVETYPE_FOLLOW if its a bsp entity.
.
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Re: Dynamic lights on moving brush models

Postby toneddu2000 » Thu Mar 08, 2012 8:47 am

Thanks Spike! I'll try it and post results in another thread not to spoil this one! :)
- my first commercial game, made with FTEQW game engine
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Re: Dynamic lights on moving brush models

Postby mankrip » Sat Apr 21, 2012 5:28 pm

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Re: Dynamic lights on moving brush models

Postby qbism » Sun Apr 22, 2012 12:00 am

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Re: Dynamic lights on moving brush models

Postby leileilol » Sun Apr 22, 2012 7:39 am

I just applied it to Engoo's shadows!


It's now in svn but i believe I hit a wall lighting bug. I tried to apply this onto the faster lordhavoc marklights function,
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