ensiform Posted June 24, 2016 Share Posted June 24, 2016 It does not store light positions at all. Unless the map was compiled to bsp with -keeplights they are stripped from the entity structure which is in the bsp. The only lights you would still have are the ones from shaders. You also wouldn't know if there were any light adjustments made during the original light compile either via scale etc... Link to comment
SomaZ Posted June 24, 2016 Share Posted June 24, 2016 It does not store light positions at all. Unless the map was compiled to bsp with -keeplights they are stripped from the entity structure which is in the bsp. The only lights you would still have are the ones from shaders. You also wouldn't know if there were any light adjustments made during the original light compile either via scale etc...Oh, that's too bad. :/ Link to comment
Tempust85 Posted June 25, 2016 Share Posted June 25, 2016 I've had a few maps I've decompiled where the lights were kept, not sure why/how. Anyways, isn't there a cvar to disable the showing of lightmaps? Maybe that could be useful for already compiled maps. Link to comment
Boothand Posted June 26, 2016 Share Posted June 26, 2016 I've had a few maps I've decompiled where the lights were kept, not sure why/how. Anyways, isn't there a cvar to disable the showing of lightmaps? Maybe that could be useful for already compiled maps. There is r_lightmap or so, but I think it does the opposite - 1 shows the lightmap and no textures, 0 is default and is the combination of them. Link to comment
Raz0r Posted June 26, 2016 Share Posted June 26, 2016 Anyways, isn't there a cvar to disable the showing of lightmaps? Maybe that could be useful for already compiled maps.r_fullbright 1 Link to comment
Seven Posted June 26, 2016 Share Posted June 26, 2016 I applied this to JKE, and it totally eff'ed up the menus. Tons of missing textures signs and what not. Link to comment
swegmaster Posted June 26, 2016 Share Posted June 26, 2016 I applied this to JKE, and it totally eff'ed up the menus. Tons of missing textures signs and what not.Oh yeah, currently, rend2 is for mp, sp is pretty bad at the moment Link to comment
Seven Posted June 26, 2016 Share Posted June 26, 2016 Oh yeah, currently, rend2 is for mp, sp is pretty bad at the momentHow do I fix sp? Link to comment
Xycaleth Posted June 26, 2016 Author Share Posted June 26, 2016 rend2 doesn't work for SP yet. Link to comment
swegmaster Posted June 26, 2016 Share Posted June 26, 2016 there isn't a way, it doesn't support sp yet, its currently only for mp Link to comment
Seven Posted June 26, 2016 Share Posted June 26, 2016 No I mean how do I switch back to the normal render? Link to comment
Tempust85 Posted June 27, 2016 Share Posted June 27, 2016 When all is completed, there will be an edited menu to change rend2 settings and renderers to make life easier. SomaZ likes this Link to comment
ensiform Posted June 27, 2016 Share Posted June 27, 2016 cl_renderer rd-vanilla reset cl_renderer is even easier yet. Exmirai likes this Link to comment
Xycaleth Posted July 6, 2016 Author Share Posted July 6, 2016 Things are looking pretty grey now, but it's getting closer to what I'm aiming for (code-wise): Here's a fun fact: the majority of the time generating this image is proportional to the number of pixels in the image. For 800x600, that's 480000 pixels. If we say a large BSP map will have maybe 100 lightmaps (this might be an over-estimate), which are 128x128 (because that's how big they are), then that's 1638400 pixels, i.e. roughly 3-4x more pixels. At the moment, a high quality render would probably take me around 30 minutes for 480000 pixels, so for a very large map, that would be less than 2 hours. As far as I know, Q3Map2 can take over a day to run the lighting phase for a large map. These are all very rough numbers, but I'm hoping they're approximately reflect the kind of speed I'll be able to get - and I haven't even made this multithreaded yet. And it's not even making use of GPUs. SomaZ, minilogoguy18, eezstreet and 3 others like this Link to comment
Xycaleth Posted July 8, 2016 Author Share Posted July 8, 2016 Now with less grey swegmaster, minilogoguy18 and Stoiss like this Link to comment
Xycaleth Posted July 9, 2016 Author Share Posted July 9, 2016 Does anyone have any indoor maps (strictly no skyboxes) that I could use for testing purposes? Archangel35757 likes this Link to comment
Circa Posted July 9, 2016 Share Posted July 9, 2016 Does anyone have any indoor maps (strictly no skyboxes) that I could use for testing purposes? I have my WIP Ilum map that's all indoor and very small still. And extremely dark. If that's of interest. Link to comment
AshuraDX Posted July 10, 2016 Share Posted July 10, 2016 Does anyone have any indoor maps (strictly no skyboxes) that I could use for testing purposes? I'd assume that means no shaderlights at all? Link to comment
Xycaleth Posted July 10, 2016 Author Share Posted July 10, 2016 For the moment, yeah. Now I think about it, not many maps will have only light entities, but on the off chance, I'm still looking I have my WIP Ilum map that's all indoor and very small still. And extremely dark. If that's of interest.I'd be interested in that. Could you send the .map over? I don't need the textures for now, if you have any custom ones. Link to comment
zOrg Posted July 11, 2016 Share Posted July 11, 2016 Rend2 eh? Pales in a mile in comparison with THIS: https://www.youtube.com/watch?v=DWYvTeBonRAIts not the improved shaders people want nowadays, but a fluent life-like animations. Link to comment
Boothand Posted July 11, 2016 Share Posted July 11, 2016 Yeah, let's port JK2 and JKA to Unreal Engine instead! eezstreet, Maksman and swegmaster like this Link to comment
afi Posted July 11, 2016 Share Posted July 11, 2016 Such a good idea LucyTheAlien and eezstreet like this Link to comment
swegmaster Posted July 11, 2016 Share Posted July 11, 2016 Yeah, let's port JK2 and JKA to Unreal Engine instead!that would be interesting, as no mods from normal ja would work with unreal, as they ALL need to be ported LucyTheAlien and eezstreet like this Link to comment
Archangel35757 Posted July 11, 2016 Share Posted July 11, 2016 @zOrg - no one is stopping you-- go ahead & knock yourself out... but don't poo-poo or vomit all over the good, hard work that people are doing to upgrade this engine! Edit: Plus these kind of comments, like yours above, can be demoralizing... have you ever considered that? Keep up the great work @@Xycaleth! LucyTheAlien and Stoiss like this Link to comment
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