Author Topic: [Deleted]  (Read 4973 times)

Escorter

  • Posts: 6
  • Turrets: +0/-0
[Deleted]
« on: March 25, 2006, 09:54:09 am »
[Deleted]

Norfenstein

  • Posts: 628
  • Turrets: +81/-78
[Deleted]
« Reply #1 on: March 26, 2006, 01:20:30 am »
This is a FAQ. The usual answer is turn your brightness up! The command is r_gamma but it's in the options menu too.

Flashlights really can't be done in Quake 3 without extensive engine changes, and it's not something that can be reasonably balanced anyway since brightness can always be changed at the hardware level.

Escorter

  • Posts: 6
  • Turrets: +0/-0
[Deleted]
« Reply #2 on: March 26, 2006, 11:11:16 am »
[Deleted]

Catalyc

  • Posts: 214
  • Turrets: +2/-0
[Deleted]
« Reply #3 on: March 26, 2006, 03:05:53 pm »
AFAIK the q3 dynamic lighting is crap, a flashlight wont really light up dark areas, it'll just make the the already visible ones a bit brighter. Pitch black areas will stay pitch black.
ttp://tremmapping.pbwiki.com/

Escorter

  • Posts: 6
  • Turrets: +0/-0
[Deleted]
« Reply #4 on: March 26, 2006, 06:01:00 pm »
[Deleted]

Echon

  • Posts: 39
  • Turrets: +0/-0
[Deleted]
« Reply #5 on: March 28, 2006, 02:15:18 am »
Yes, Q3A dynamic lighting is crap. It's not terribly hard to solve either though. We're not talking about creating the dynamic light, Escorter, just how it's rendered. If Timbo moved dynamic lighting to before texture rendering (so the order is lightmap, dlight attenuation, texture) then you'll have proper dlight modulation.

Lava Croft

  • Guest
[Deleted]
« Reply #6 on: April 01, 2006, 10:26:32 am »
If I'm correct, Q3A uses multiply lighting, which means that a wall which has a light value of 0 and is lit by a flashlight with a light value of 1000, the walls light value will still be 0 (1000x0=0). You could use Q3A's add lighting, but that looks  ugly.

Julius

  • Posts: 19
  • Turrets: +2/-3
    • FreeGamer Blog
[Deleted]
« Reply #7 on: April 01, 2006, 08:01:10 pm »
I guess the long term goal should be to replace the standart q3 engine with a more advanced version of it like Xreal:
http://xreal.sourceforge.net/xrealwiki

Which has unified lightning just like Doom3 for example.

Lava Croft

  • Guest
[Deleted]
« Reply #8 on: April 01, 2006, 08:03:40 pm »
Unfied lighting might look nice, but also is helluva slow and would require redoing of all the maps. Also it would up the system requirements by about 400%. So please, no thanks.

Echon

  • Posts: 39
  • Turrets: +0/-0
[Deleted]
« Reply #9 on: April 02, 2006, 07:28:00 am »
Like I said, it's not really an "extensive" change. Well with Quake3's bundling it might turn into one, but I think for the most part pass accumulation is done in realtime. IIRC they're not even using the bundling "optimization" by default.

All that it would require is rendering the lightmap first, dynamic light attenuation second, and the texture last. If you add 3D texture dlights (look at EGL or QFusion for an example) you'll have perfectly spherical dlights. Right now Quake3 just renders the dynamic lights right on top, which isn't proper modulation and is why the lighting is multiplicative.

Hell you even open the opportunity for dynamic light shaders. The dynamic light from the lucifer cannon can have a slight "star" shape with noise, spin, etc.

Even if realtime lighting is added, this doesn't meen you necessarily have to add the stencil shadowing (which is the slowest part to "true" realtime lighting). You can use it in conjunction with lightmaps. Take a look at HL2 or Oblivion, they do the same -- only player models cast stencil (or shadow map, in the case of Oblivion) shadows. With just simple DOT3 bumpmapping you're not going to see a significant framerate drop, especially on cards that don't software emulate the 3rd+ texture units. I don't think it would be a wise route though, just because this is Quake3 so not everybody has a GF4+.

Oi

  • Posts: 8
  • Turrets: +0/-0
[Deleted]
« Reply #10 on: April 03, 2006, 03:28:21 am »
A flashlight would be nice..
I see the totally dark maps already... aliens having some sort of  night vision :D
That would give more nightmares I think :)