
Hmmm, q3r in q3...
Hmmm, q3r in q3...
Anybody have any ideas on adding q3radiant to the engine like the d3 engine so that it can render in real-time ? 

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- Posts: 9
- Joined: Fri Jan 25, 2002 8:00 am
Re: Hmmm, q3r in q3...
Well the first step is to make q3map2 compile in realtimeensiform wrote:Anybody have any ideas on adding q3radiant to the engine like the d3 engine so that it can render in real-time ?

Re: Hmmm, q3r in q3...
It's not possible because of it's pre-computed lightmaps and bsp vis data and whatnot.ensiform wrote:Anybody have any ideas on adding q3radiant to the engine like the d3 engine so that it can render in real-time ?
Re: Hmmm, q3r in q3...
Er, anything is possible.inolen wrote:It's not possible because of it's pre-computed lightmaps and bsp vis data and whatnot.ensiform wrote:Anybody have any ideas on adding q3radiant to the engine like the d3 engine so that it can render in real-time ?
Re: Hmmm, q3r in q3...
Yeah, it's possible you're an idiot.Wudan07 wrote:Er, anything is possible.
Pretty good I guess. http://icculus.org/quake3/ is pretty much where I want it now so I'll be forking and merging that soon.
Ah nice. A mate of mine loathes quake but was interested when I showed him tremulous.Timbo wrote:Pretty good I guess. http://icculus.org/quake3/ is pretty much where I want it now so I'll be forking and merging that soon.
Oh definitely, but we don't want to release anything too prematurely. If I had my laptop handy I'd compile a binary for you now, but I don't. I did upload one fairly recently though. YMMV, may eat your dog etc etc.Foo wrote:Any plans on icculus to release compiled binaries for the non-coders out there? There seems to be no appreciation or appeal to non-coders in what they're doing, which is frustrating.
http://tremulous.net/junk/ioquake3-r354.exe
Re: Hmmm, q3r in q3...
Oof, that left a bad taste. And since you're a respected member of the community and a talented coder, it adds to the sting.Timbo wrote:Yeah, it's possible you're an idiot.Wudan07 wrote:Er, anything is possible.
So you mean to tell me, that this isn't possible then? I'm afraid I don't follow you, because, unlike pigs flying, this particular situation is possible.
What should be said, more appropriately, is that it is not possible without a lot of man-hours spent on the issue, and that it really wouldn't be worth the time required to achieve it.
Man hours are not the issue. Q3 employs a static, precomputed lighting model. If you talk to any mapper they'll refer to "compiling" a map. This is the process of (among other things) computing the lightmap so that the shadowing looks correct in game. This is a non-trivial, computationally intensive task that short of a quantum leap in CPU speeds, cannot realistically be performed in real time.
D3 is quite different in that its lighting is computed entirely at run time. There is no precomputation step. Clearly then, it's straightforward to render the map in real time whilst building it.
I gave you an acerbic reply since that is exactly what you gave to inolen, who said pretty much what I have said, using fewer words.
D3 is quite different in that its lighting is computed entirely at run time. There is no precomputation step. Clearly then, it's straightforward to render the map in real time whilst building it.
I gave you an acerbic reply since that is exactly what you gave to inolen, who said pretty much what I have said, using fewer words.
In a time versus result versus performance, computing the normally-static Q3 lightmaps each frame is not feasible in all situations. Other lighting methods could be used instead, for a different effect, but that's not what was brought up.
What was brought up, is, as you have correctly asserted, not a feasible task, given the nature of the usually precomputed lightmaps.
What was brought up, is, as you have correctly asserted, not a feasible task, given the nature of the usually precomputed lightmaps.