Doom III lighting in Irrlicht.
Doom III lighting in Irrlicht.
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.
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.
Doom III Lighting
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!)
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!)
Doom III lighing in Irrlicht
I use Radiant.
But it DOESNT generates shadowmaps at all!
What can i do?!
But it DOESNT generates shadowmaps at all!
What can i do?!
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Robomaniac
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Doom III lighting in Irrlicht
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!)
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!)
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cmoibenlepro
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Captain_Kill
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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.
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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Doom III lighting in irrlicht
OK,I'll try.
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Captain_Kill
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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
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
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:
It's in the the file CQ3LevelMesh.cpp
Have fun
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
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
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);
Have fun
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
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Dark Reign 3 Home Page: http://darkreign3.notwhatyouthink.org/
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