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InsideQC Forums • View topic - Water - lighting - transparency

Water - lighting - transparency

Discuss the construction of maps and the tools to create maps for 3D games.

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Re: Water - lighting - transparency

Postby mankrip » Tue Sep 30, 2014 3:53 pm

Bump.

Is there a light tool that can generate lightmap data for water surfaces? I'm looking forward to implementing lit water in the engine, so I need to re-lit the maps for testing.

After getting the rendering part of this working, I should probably implement a simplified in-game light compiler for turbulent surfaces only, to generate their lightmap data if it's missing.
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Re: Water - lighting - transparency

Postby qbism » Tue Sep 30, 2014 11:26 pm

If no q1 compiler, qrad3 might be the closest thing. kmquake2 engine added feature to render lightmaps on trans surfaces and it does not require a compiler mod.
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Re: Water - lighting - transparency

Postby Spike » Wed Oct 01, 2014 12:06 am

DP supports it, so I assume hmap supports it too. I don't know which commandline args it needs or if it needs any, sorry.
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Re: Water - lighting - transparency

Postby mankrip » Thu Oct 16, 2014 5:32 pm

Hmap2 doesn't support it, and neither does Jardrup's light tool. All light utilities skips TEX_SPECIAL surfaces.

I'm going to integrate a simpler version of the vanilla light compiler in the engine, just to get it working. Jardrup's version can replace it later.
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