Dirty hack:: depth pass shadow volumes

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Jemcdv
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Post by Jemcdv »

Sorry, but what happened to this?
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Foo
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Post by Foo »

What do you mean?
dzjepp
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Post by dzjepp »

lol rep, what a self-centered cunt
Jemcdv
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Post by Jemcdv »

Foo wrote:What do you mean?
It just seems like it ended there. Wasn't there more to explore? Like that graduated shadow effect.

P.S. I can download the video but not the .pk3.
rgoer
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Post by rgoer »

P.S. this was two and a half years ago
Jemcdv
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Post by Jemcdv »

rgoer wrote:P.S. this was two and a half years ago
I know, I was hoping this wasn't the only related thread to be found on this topic. I haven't been around for about that long so it's big news to me.
obsidian
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Post by obsidian »

Well, unfortunately... this was the only thread about this technique.
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Silicone_Milk
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Post by Silicone_Milk »

Whatever happened to Rep anyways?
obsidian
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Post by obsidian »

Banned, I think.
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Scourge
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Post by Scourge »

Yep.
Silicone_Milk
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Post by Silicone_Milk »

ah I see. Thanks for clearing that up =)
cityy
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Re: Dirty hack:: depth pass shadow volumes

Post by cityy »

Bump! sst13 still had this file, he is a true hero!

I put a little overview here: https://www.ferdinandlist.de/blog/idtec ... c_shadows/
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fKd
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Re: Dirty hack:: depth pass shadow volumes

Post by fKd »

Very interesting. BTW small typo, you have oder instead of order
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CZghost
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Re: Dirty hack:: depth pass shadow volumes

Post by CZghost »

I didn't know something like this was possible. Definitely mind blowing. I can't quite understand how it works, but I might explore the map files at home and see how is it done, try different settings, different setups, etc. Maybe I'll be able to get into it. I don't think I'll ever use it though.
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Eraser
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Re: Dirty hack:: depth pass shadow volumes

Post by Eraser »

Impressive. Curious that this hasn't found its way into more maps.
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Foo
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Re: Dirty hack:: depth pass shadow volumes

Post by Foo »

I remember this from back when that concept map came out with the swinging cross. The main barrier to implementing it is it's a big hassle to put together and has some fairly severe limitations (needs a stark single light source, entire shadow area must be inaccessible to players, looks wonky from extreme angles).
If I remember correctly it's a riff on how cel shading was accomplished (an automatic offset around existing model geometry and then using the depth pass to 'draw' the outline between the offset volume and inner model volume).
cityy
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Re: Dirty hack:: depth pass shadow volumes

Post by cityy »

I have also been thinking about a use case for this, it's tough, maybe it could be interesting if you have something like moving platforms in your map. Other than that, I struggle to come up with something.

Thanks fkd for pointing out the typo! I will fix it the next time I update the site.
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$NulL
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Re: Dirty hack:: depth pass shadow volumes

Post by $NulL »

I was there Gandalf. I was there seven-teen years ago. I was there when the post was written. :)

This is a blast from the past. I still remember writing the first post all those years ago.

I've updated the links on the first post to point to my Github account. There are some other maps on there too.
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