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Messages - motorsep

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One idea that comes to mind is to add option to dmap not to calculate prelit shadows, add flag to lights that makes dynamic shadowing code aware of such lights.

Levels would have to be all modeled, with lightmaps baked to second UV. In-game lights that don't move will have no flags, and will only cast shadows from the moving objects/entities. Lights that are flagged, will act as normal Doom 3 lights casting shadows from everything. This way you get baked lighting, properly lit dynamic objects, and dynamic lights casting shadows from everything (flashlights, carried on torches, projectiles).

With this method you could stay with shadow volumes and get nice lighting on your level and boost performance. It's also a least invasive method I think.

Note that this might not work at all :)

Welcome! / Re: So, the community dissolved??
« on: August 09, 2014, 12:13:22 PM »
How was I unfriendly and toxic ?

Welcome! / Re: So, the community dissolved??
« on: August 09, 2014, 10:59:22 AM »
It's gone, not coming back - just let it go :)

This is a new place. Can't say it's a new beginning, but something is better than nothing.

By the way, Darkplaces engine has real-time photon based GI.

I don't know whether it's strictly idTech 5 related or in general (I've read somewhere UE3 took forever to bake lighting), but

"...the compile times for the megatextures and the radiosity lighting are horrendous making it impossible to work without a pretty big render farm and the different layers of technical things you have to do every time you change a layout ...."

Note that CryEngine 3 doesn't have lightmaps. All lighting is real-time.

Store data on DropBox and pay nothing?

Proper lightmapping required 3D voxel grid that will light up dynamic models accordingly. That's why it's not a trivial "bake textures" solution.

Doom 3 and derivatives were designed with unified lighting in mind. So from my point of view, you either need real-time GI, or more complex ambient lighting using probes, or stick to stylized art direction to take advantage of existing implementation.

If you really can't live without lightmaps - UE4 is there for cheap :)

And on top of that, baking lighting is by no means fast :/ I haven't tried UE4, but RAGE and q3map2 are _slow_ when it comes to baking lighting. Maybe 12 core CPU with 64Gb of fast RAM and SSD makes difference, but let's face it - most modders don't have that kind of hardware.

Strutt your stuff! / Doom 3 BFG mod launcher
« on: August 04, 2014, 12:12:39 PM »
So I finished coding initial build of Doom 3 BFG mod launcher. I still need to fix a few things to make user experience smoother, but if you follow instructions you shouldn't have any issues.

I also prepped 5 mods to work with Doom 3 BFG (one is still in progress though).

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