[Gtkradiant] Re: Gtkradiant digest, Vol 1 #566 - 8 msgs
ydnar
gtkradiant@zerowing.idsoftware.com
Tue, 6 Aug 2002 10:36:24 -0700
It recalculates the lightmaps on the fly after light positions/values changed, but without shadows. Tim Sweeney
mentioned something about UnrealEd's lighting algorithm and it sounded like VLight.
Bert: Rendering static lightmaps in Radiant would be the goal, so yes, a lighting compile would be necessary.
y
----- Original Message -----
From: <monsto@comcast.net>
To: <gtkradiant@zerowing.idsoftware.com>
Sent: Tuesday, August 06, 2002 9:02 AM
Subject: [Gtkradiant] Re: Gtkradiant digest, Vol 1 #566 - 8 msgs
| realtime in UED allows surfaces with a lightmap already (prerendered) to accept realtime light from a new pointlight,
and to move existing pointlights around. i don't know exactly how it's done, but i suspect it's a texturing method like
bert mentioned... when you do move or put a new light in, it casts to all facing normals in its range even thru solids
that would otherwise block it.
|
|
| ________________________________________
| On Tue, 06 Aug 2002 06:27:23 -0500, gtkradiant-request@zerowing.idsoftware.com babbled something about:
| >Message: 6 From: "Arnout van Meer" <rr2do2@splashdamage.com> To:
| ><gtkradiant@zerowing.idsoftware.com> Subject: RE: [Gtkradiant] Realtime
| >lighting approach issues.
| >Date: Mon, 5 Aug 2002 19:40:57 +0100 Reply-To:
| >gtkradiant@zerowing.idsoftware.com
| >
| >Anything not precalculated is rendered unlit. Doesn't really seem
| >realtime to me. 'In-editor lighting view' is the best description of
| >that.
| >
| >- Arnout
| >
| >
| >--__--__--
| >
| >Message: 8 From: Bert.Peers@materialise.be To:
| >gtkradiant@zerowing.idsoftware.com Subject: RE: [Gtkradiant] Realtime
| >lighting approach issues.
| >Date: Tue, 6 Aug 2002 10:37:59 +0200 Reply-To:
| >gtkradiant@zerowing.idsoftware.com
| >
| >
| >>Perhaps Bert Peers would be so kind as to lend us his BSP renderer
| >>source.
| >
| >I'm not sure how that would help -- it's just a dime-a-dozen bsp
| >renderer, using the lightmaps embedded in the compiled .bsp, just like
| >q3a itself ?
| >Ie, pretty useless without the compilation step.
| >
| >>I like UnrealEd's approach to the textured 3d view...it just draws the
| >>BSP. Any brushes/stuff that's changed get rendered as well, unlit.
| >
| >How about using 3d textures to give a good impression of light placement
| >and falloff ? For the cases where q3map traces for direct-light
| >contribution only, this would be pretty accurate, save for the shadows.
| >If 3d textures sound too messy, a combination of a 2d and 1d may work
| >too.
| >
| >Bert
|
|
|
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