Search found 49 matches

by KillPixel
Mon Dec 02, 2019 6:12 pm
Forum: General Discussion
Topic: WRATH
Replies: 4
Views: 3563

Re: WRATH

what's this :O
by KillPixel
Sun Dec 02, 2018 1:38 am
Forum: ID Tech
Topic: Inverted Lightgrid Issue
Replies: 0
Views: 1769

Inverted Lightgrid Issue

I've discovered some strange lightgrid behavior in which vertex lighting will appear to invert (when a model would normally have the highlight on the top and the shadow on the bottom, it will now have the shadow on the top and highlight on the bottom). I was eventually able to fix this by raising th...
by KillPixel
Wed Oct 18, 2017 4:03 pm
Forum: ID Tech
Topic: is there a way to target MD3 vertex groups with a shader?
Replies: 4
Views: 3645

Re: is there a way to target MD3 vertex groups with a shader?

not a player model. It's a single md3 comprised of 2 objects (so I could assign 2 separate materials, 1 for the body and one for the boils with deformvertexes). you want the vertexes of the boils that are connected to the body to not deform? correct. that's probably not possible. I was afraid of tha...
by KillPixel
Wed Oct 18, 2017 1:04 am
Forum: ID Tech
Topic: is there a way to target MD3 vertex groups with a shader?
Replies: 4
Views: 3645

Re: is there a way to target MD3 vertex groups with a shader?

I'm sorry, I meant perimeter of the boils, not parameter :P In other words, I'd like the outer verts of the boils to be attached to the body mesh by their vertices. Another way to think about this is having a single mesh but with specific vertices affected by the shader, in this case, only the verti...
by KillPixel
Tue Oct 17, 2017 8:17 pm
Forum: ID Tech
Topic: is there a way to target MD3 vertex groups with a shader?
Replies: 4
Views: 3645

is there a way to target MD3 vertex groups with a shader?

What I have: an MD3 comprised of two meshes (body & boils), one mesh has a deform vertex shader (the boils). video: https://youtu.be/kx1d94uKFLw What I want: i'd like the two meshes to be connected, as in the parameter vertices of the boils are part of the body mesh, but only the boils receive t...
by KillPixel
Fri Jul 28, 2017 5:25 pm
Forum: ID Tech
Topic: is it possible to time delay shader parameters?
Replies: 0
Views: 2368

is it possible to time delay shader parameters?

https://youtu.be/PMpXGSwrz_A I'm using scroll and deformvertexes move to simulate snow. The issue is that all brushes move in unison (they reach the end of the move and change direction simultaneously). I was wondering if I could delay deformvertexes move for one set of brushes so that they begin t...
by KillPixel
Tue Dec 15, 2015 3:27 am
Forum: ID Tech
Topic: Large maps & terrain questions
Replies: 5
Views: 4748

Re: Large maps & terrain questions

informative tuts, thanks.
by KillPixel
Mon Dec 14, 2015 11:56 pm
Forum: ID Tech
Topic: Large maps & terrain questions
Replies: 5
Views: 4748

Re: Large maps & terrain questions

ok, thanks. I did a test using detail brushes and caulk with good results. Really just wanted to make sure that using detail brushes is an acceptable way of going about it. I'm leery of using .ase because it may be overkill for my needs and the drawback of not being able to change its geomrety on th...
by KillPixel
Sun Dec 13, 2015 11:14 pm
Forum: ID Tech
Topic: Large maps & terrain questions
Replies: 5
Views: 4748

Large maps & terrain questions

Does anyone know where I can find examples of maps that are 16384*16384 and up? Also, I'm looking for documentation on how to properly do terrain. Currently, I use just standard structural brushes. Aside from longer compile times, I've run into MAX_MAP_VISIBILITY when compiling. I'm not looking for ...
by KillPixel
Thu Oct 22, 2015 5:23 pm
Forum: ID Tech
Topic: Lightmap luxel density & sampling questions
Replies: 8
Views: 4966

Re: Lightmap luxel density & sampling questions

KittenIgnition, I use gl_nearest, but it seems to have no effect on the lightmap. I've observed this in both Darkplaces and FTE. A shot to demonstrate: http://www.killpixel.com/clean/kp1_filtering.jpg In this shot no filtering switches of any sort are used during the light phase. The _lightmapscale ...
by KillPixel
Thu Oct 22, 2015 3:46 am
Forum: ID Tech
Topic: Lightmap luxel density & sampling questions
Replies: 8
Views: 4966

Re: Lightmap luxel density & sampling questions

Thanks for the additional info, obsidian. High resolution lightmaps might sound really cool, but in practice it's extremely hard to notice the effect, and you'll run into a bunch of limitations which usually means the lightmap will be downsampled to fit geometry, run out of memory, or other issues. ...
by KillPixel
Thu Oct 22, 2015 2:30 am
Forum: ID Tech
Topic: Lightmap luxel density & sampling questions
Replies: 8
Views: 4966

Re: Lightmap luxel density & sampling questions

I'm talking about in game. The lightmaps themselves don't have blur and are totally sharp/pixelated/aliased whatever. I'm not quite sure where the blur in game is coming from. Its not possible to render textures perfectly 1:1 That's a bummer :/ I was getting pretty good results using _lightmapscale ...
by KillPixel
Tue Oct 20, 2015 7:07 pm
Forum: ID Tech
Topic: Lightmap luxel density & sampling questions
Replies: 8
Views: 4966

Lightmap luxel density & sampling questions

I'm trying to create aliased lightmaps with a luxel density that matches the texel density. So far I've only been able to visually match densities but cant seem to remove the blur. The texel density is 2 (4?) per game unit (so, a texture scale of 2 in radiant). I'm using external lightmaps. I would ...
by KillPixel
Thu Aug 20, 2015 3:02 am
Forum: ID Tech
Topic: qer_editorImage to display indexed images in radiant
Replies: 3
Views: 5468

Re: qer_editorImage to display indexed images in radiant

ok, thanks for confirming.
by KillPixel
Wed Aug 19, 2015 11:46 pm
Forum: ID Tech
Topic: qer_editorImage to display indexed images in radiant
Replies: 3
Views: 5468

qer_editorImage to display indexed images in radiant

I've opted to use indexed images for all basic textures (i.e. not used in a shader), is using qer_editorImage to display non-indexed versions from an alternate directory the correct way to go about this? I've read that there are some instances where a shader will use info from qer_editorImage, this ...
by KillPixel
Sat Aug 15, 2015 5:17 am
Forum: ID Tech
Topic: NOGRIDLIGHT issue
Replies: 0
Views: 1804

NOGRIDLIGHT issue

nogridlight doesn't seem to be working. When setting this spawnflag the pointlight doesn't affect the lightgrid nor the lightmap. This is using the q3map2 build bundled with gtkradiant 1.6.4. Can anyone confirm this, or maybe there's an error on my end? I haven't tested this on previous versions, no...
by KillPixel
Thu Aug 06, 2015 8:52 pm
Forum: ID Tech
Topic: lightfilter & rtlights
Replies: 8
Views: 4589

Re: lightfilter & rtlights

Ah, interesting idea using a decal. I should've mentioned, this is in Darkplaces. At the moment, it only supports single stage shaders... which rules out triggerable shaders :/. I was thinking maybe trying FBSP for the lightmap lightstyles, but it doesn't support that either. The solution I'm going ...
by KillPixel
Thu Aug 06, 2015 4:41 am
Forum: ID Tech
Topic: lightfilter & rtlights
Replies: 8
Views: 4589

lightfilter & rtlights

I have a stained glass window properly coloring light that passes through it via lightfilter. However, the window is destructible, so I need away to remove the colored light once the glass has been destroyed. Is there already a way in q3map2 to specify a shader to be only affected by rtlights?
by KillPixel
Wed Feb 25, 2015 7:21 pm
Forum: ID Tech
Topic: autosprite3
Replies: 0
Views: 2049

autosprite3

a vp parallel upright autosprite.

would look better and be more efficient and flexible than entities/.spr....
by KillPixel
Tue Feb 24, 2015 1:49 am
Forum: ID Tech
Topic: samples vs super vs filter
Replies: 5
Views: 4131

Re: samples vs super vs filter

Hmm... did you ever check how many bounces the light stage does? It varies, I just use 100 to make sure I get all of them. In my test map, the increased gamma and bounce scale with the increased AO has a pretty cool effect. The gamma increase is only .1, most of the extra light is provided by the b...
by KillPixel
Mon Feb 23, 2015 6:57 am
Forum: ID Tech
Topic: samples vs super vs filter
Replies: 5
Views: 4131

samples vs super vs filter

After several experiments and comparisons I'm leaning heavily toward using filter. However, the wiki says not to use it because it "doesn't play nice with a lot of the more interesting effects". I haven't noticed anything particularly weird (bleeding, maybe), what issues does it cause exac...
by KillPixel
Thu Feb 12, 2015 2:45 am
Forum: ID Tech
Topic: Proper Skybox Behavior?
Replies: 7
Views: 4028

Re: Proper Skybox Behavior?

Kind of a surprising limitation, bummer.
by KillPixel
Tue Feb 10, 2015 11:29 pm
Forum: ID Tech
Topic: Proper Skybox Behavior?
Replies: 7
Views: 4028

Proper Skybox Behavior?

The sky isn't blocking visibility of geometry behind it, is this normal? textures/wtest1/devsky { qer_editorimage textures/wtest1/devsky surfaceparm noimpact surfaceparm nolightmap q3map_sunExt 1 1 1 300 45 60 3 16 q3map_lightmapFilterRadius 0 8 q3map_skylight 100 3 skyparms textures/sky/desertsky -...
by KillPixel
Fri Feb 06, 2015 9:56 pm
Forum: ID Tech
Topic: True Decals vs This Method
Replies: 4
Views: 3288

Re: True Decals vs This Method

I see. I appreciate the input. Currently, I think I've "settled" on using patch meshes. They're simple to use, no z-fighting in radiant, hit crtl-p to hide/show and the shader script is brief. As I said, I haven't used proper decals yet (and i don't know wtf I'm doing in general) and I don...
by KillPixel
Fri Feb 06, 2015 5:29 pm
Forum: ID Tech
Topic: True Decals vs This Method
Replies: 4
Views: 3288

True Decals vs This Method

I'm using textures with alphas and this shader: textures/wtest1/slime { surfaceparm nonsolid surfaceparm trans { map $lightmap map textures/wtest1/slime.tga blendFunc blend } } this is put on a brush with a thickness of 1 unit and placed against a wall to be used as a sort of decal. The other sides ...