[Quake-C] Fwd: Re: Need help with surface lighting and RT lighting
Quake C mods and support - SSQC / CSQC
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From: <qu...@ca...> - 2017-02-22 23:49:18
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This must have lost its way...resending -------- Original Message -------- Subject: Re: [Quake-C] Need help with surface lighting and RT lighting Date: 2017-02-20 12:45 From: qu...@ca... To: QC <qua...@li...> I think you are asking if the _surface emits light live in game. I gather it doesnt? Quake 1 never had surfaces emit light, point lights only. Quake 3 had surface light, and darkplaces loads q3 maps. I made one at least with surface lighting. I'll have to load it up when I get a chance - see what it does in both engines. Darkplaces does reference this: rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist) I have no idea what it does with all that... You might be able to emulate a surface emitter with a targeted light. If you dont use target, the lights will wash out the surface since they'll be very close to it. (the map editor will set the vector source.) { origin "{vector1}" classname "light" target "lt1" light "200" } { origin "{vector2}" classname "info_null" targetname "lt1" } Put in a bunch of those over the surface with the null targets towards the area you want to light. The closer the null gets to another surface, the tighter and more intense the spot will become. Play with the intensity until it looks good. On 2017-02-19 22:51, Jeff wrote: > a guess: _surface is used by light tool to generate the static > lightmap, but no light source information is retained in the bsp file. > > On Sun, Feb 19, 2017 at 2:52 PM, Sergeant PieFace > <ser...@gm...> wrote: > >> Hi, I am just getting into mapping, and would like to use surface >> lighting. I am able to do this fine for the most post with the >> _surface value for the light. >> >> However, when I use a client with RT world lighting (such as >> Darkplaces), Quake appears to ignore the surface lighting all >> together, and just draw light from the source light (which to my >> knowledge should not be ale to cast light if and _surface value is >> added). >> >> I may be missing something simple or it may not be possible to use >> RT world light and surface lighting together, but either way, I have >> reached the end of the path that my knowledge can take me. >> >> Please see the screen shots that compare my surface lighting without >> and then with RT world light (Darkplaces) enabled. |