I know that it's still not in the engine but I thought there could be
a way to put it in yourself
Hack it , like the Captain said.
I use a Terrain and the coordinates for the objects etc. are saved in a
text file , like you said
Doom III lighting in Irrlicht.
-
- Posts: 124
- Joined: Sun Jun 27, 2004 11:02 am
- Contact:
Bumpmapping in lightmaps will ONLY work on Q3 levels. Which isn't much of a problem anyway because later this year Q3 goes open source along with its map formats. Bumpmapping won't work on other level types OR on normal models. (Unless someone adds it in of course... ie. Irrlicht 0.7)
2.8GHz P4 with HT - 512MB DDR - ATI Radeon 9600XT 256MB - Windows XP - VC++ 6 and VC++ 2003
Dark Reign 3 Home Page: http://darkreign3.notwhatyouthink.org/
Dark Reign 3 Forums: http://notwhatyouthink.org/darkreign3bb/
Dark Reign 3 Home Page: http://darkreign3.notwhatyouthink.org/
Dark Reign 3 Forums: http://notwhatyouthink.org/darkreign3bb/
-
- Posts: 602
- Joined: Sat Aug 23, 2003 2:03 am
- Location: Pottstown, PA
- Contact:
-
- Posts: 124
- Joined: Sun Jun 27, 2004 11:02 am
- Contact:
Wow... This is turning into a pretty big discussion
The bumpmapping only works on Quake 3 levels because it's precalculated bumpmapping done by the Q3Map2 Compiler As a result it isn't affected by dynamic lights and technically shouldn't cause much of a slowdown because it's precalculated. Plus it'll even work on systems that don't normally support bumpmapping. The reason why you have to hack support is that normally it requires shaders. Of course Irrlicht doesn't use shaders so I hacked the map loader to use a default texture where it would normally use a shader. It isn't perfect but it is a good start. I was supprised myself when it worked too. If there really is alot of demand for this (esp. considering Q3 is now going open source ) then i could try to get a demo done. At the least it'd be a phat download cause the BlackTown map ain't small and it's the best example map I have.
The bumpmapping only works on Quake 3 levels because it's precalculated bumpmapping done by the Q3Map2 Compiler As a result it isn't affected by dynamic lights and technically shouldn't cause much of a slowdown because it's precalculated. Plus it'll even work on systems that don't normally support bumpmapping. The reason why you have to hack support is that normally it requires shaders. Of course Irrlicht doesn't use shaders so I hacked the map loader to use a default texture where it would normally use a shader. It isn't perfect but it is a good start. I was supprised myself when it worked too. If there really is alot of demand for this (esp. considering Q3 is now going open source ) then i could try to get a demo done. At the least it'd be a phat download cause the BlackTown map ain't small and it's the best example map I have.
2.8GHz P4 with HT - 512MB DDR - ATI Radeon 9600XT 256MB - Windows XP - VC++ 6 and VC++ 2003
Dark Reign 3 Home Page: http://darkreign3.notwhatyouthink.org/
Dark Reign 3 Forums: http://notwhatyouthink.org/darkreign3bb/
Dark Reign 3 Home Page: http://darkreign3.notwhatyouthink.org/
Dark Reign 3 Forums: http://notwhatyouthink.org/darkreign3bb/
-
- Posts: 124
- Joined: Sun Jun 27, 2004 11:02 am
- Contact:
W00T Check it out ---> http://www.ukgamer.com/index.php4?single=988
2.8GHz P4 with HT - 512MB DDR - ATI Radeon 9600XT 256MB - Windows XP - VC++ 6 and VC++ 2003
Dark Reign 3 Home Page: http://darkreign3.notwhatyouthink.org/
Dark Reign 3 Forums: http://notwhatyouthink.org/darkreign3bb/
Dark Reign 3 Home Page: http://darkreign3.notwhatyouthink.org/
Dark Reign 3 Forums: http://notwhatyouthink.org/darkreign3bb/