Doom III lighting in Irrlicht.

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MessiaH
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Doom III lighting in Irrlicht.

Post by MessiaH »

OK.
If i am not mistaken,lightmaps in quake 3 are generated by map editor(Radiant for example).
Engine doesnt modifies them,it just loads them as they were created in editor.
So,if some cool editor create doom-like lighting and shadows,they will look the same way in irrlicht,and it wont be slow,because they are pre-calculated.
The question is:is there such quake 3 map editor,which can create doom-like lightmaps?
Thanx.
bal
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Post by bal »

I think lighting in Doom³ is mostly dynamic, so not pre-calculated, because it changes if you hit a lamp and such.
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MessiaH
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Doom III Lighting

Post by MessiaH »

I dont mean "The same way the DOOM is".
I mean:
-probably different q3 map editores create different lightmaps
-so,there is no cause for unexisting q3-map editor,which creates lightmaps,that look like in DOOM,and they are certainly static
-if such lightmaps are created and exported they look in irrlicht like they were originally exported
Am i right(maybe not...)
Again:is there such editor? :?:

P.S.
I think creating DOOM dynamic lighting in irrlicht is very difficult,almost impossible.(FPS->0!) :(
MessiaH
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Doom III lighing in Irrlicht

Post by MessiaH »

I use Radiant.
But it DOESNT generates shadowmaps at all!
What can i do?!
Robomaniac
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Post by Robomaniac »

1) Its impossible w/ the current engine state and renderer.
2) It can be done with shaders, which irrlicht doesn't have
3) In general, unless your Carmak's spawn, you won't be able to get it to work
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bal
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Post by bal »

Robomaniac wrote:1) Its impossible w/ the current engine state and renderer.
2) It can be done with shaders, which irrlicht doesn't have
3) In general, unless your Carmak's spawn, you won't be able to get it to work
1) Indeed.
2) Coming.
3) Exactly.
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dawasw
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Post by dawasw »

Hmm, this is the worst thing, when designer thinks that he will make graphics, like a Carmack's Doom 3, you have to feel, that your game will have graphic, maybe like Quake 3, and also you have to know that it doesn't matter how it looks, it does matter how you play it.
MessiaH
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Doom III lighting in Irrlicht

Post by MessiaH »

OK.Another question.
Can Radiant create lightmaps with good-looking shadows?
In my case,it doesnt create shadows from objects at ALL?
Though in quake3 player becomes "shadowed" if it gets into shadow zone.(BUT TEXTURES ARENT MODIFIED!)
cmoibenlepro
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Post by cmoibenlepro »

shadows are not created with radiant.
you need to compile your map with q3map2
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Post by Captain_Kill »

cmoibenlepro has it nailed. Get Q3Map2. It allows for VERY cool lighting on Q3 BSP levels. And not all lighting effects require shaders. Bumpmapped Lightmaps do but a fair bit of stuff doesn't. Just get Q3Map2 and stuff around with it.

Edit. Actually... You could even hack bumpmap lightmap support quite easily into Irrlicht... It's alot easier than what it seems.
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MessiaH
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Doom III lighting in irrlicht

Post by MessiaH »

OK,I'll try.
Pilotze
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Post by Pilotze »

@Captain_Kill:
How would you hack Bumpmapping support into
Irrlicht? I would love to try that :)

Did u get it work already?
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Post by Captain_Kill »

Well, as I said it's hacky... :( I got the Q3 map 'Black Town' to load and it's as heavily bumped as Doom 3 :shock: Great way to test Irrlicht too cause it renders around 50 000 polys at once on that level!
Anyway... as you know, in Irrlicht at the moment, if a file isn't found in a map, it's not loaded and also the map part isn't loaded either. Now, I haven't made a bumpmapped map myself at all so I can't say this from experience... As I said it was a hack on someone elses map :oops:
So, what my code did was load a temp tga file instead of just deleting the brush. This temp file was just a checkerboard pattern but using some hacks you could make it load the right files... ;)
Here's the section you're after:

Code: Select all

		if (!tex[t])
			os::Printer::log("Could not find texture in Q3 .bsp", Textures[t-1].strName, ELL_WARNING);
It's in the the file CQ3LevelMesh.cpp
Have fun :D

btw, I know how to get it working well, but because I don't need it for my project there's no point in me doing it. However I will give some tips and all but IMHO it's very simple to figure out. Anyway... I may just decide that I'll use it so if ya want... Wait and see :D
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Post by Guest »

I wait and hopefully see ;)

Is there also a way to use Bumpmapping for
my modells? And I don't use the Quake levels
by the way :D

thx so far...
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Post by Tyn »

Bumpmapping isn't in the engine yet, so you won't be able to do that yet.

If you don't want to use BSP for your level files then will have to create your own. I'm doing that for myself currently using XML, you could do the same or use a straight text file if you like and write your own parser.
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