Search found 722 matches

by illwieckz
Wed Feb 24, 2016 6:09 pm UTC
Forum: General Discussion
Topic: How does this game looks so beautiful!?
Replies: 7
Views: 12141

Re: How does this game looks so beautiful!?

o.O I don't know, I use the defaults… :confused:

by illwieckz
Wed Feb 24, 2016 12:02 pm UTC
Forum: Ideas & Suggestions
Topic: My dreams for netradiant/q3map2/what you want.
Replies: 6
Views: 13446

Re: My dreams for netradiant/q3map2/what you want.

About (real time) lighting and textures, I have the idea of another kind of texture, there is already diffuses, normal, glow etc. We need some « do not shadow » textures. I mean, since shadow are cast over surfacelights (or just textures that looks like a lamp) , we need one mask to force the real t...
by illwieckz
Tue Feb 23, 2016 1:28 am UTC
Forum: Community Development
Topic: gunplay: recoil + aim-down-sights + spread
Replies: 22
Views: 98932

Re: gunplay: recoil + aim-down-sights + spread

Hey, Sorry to haven't get the time to read that thread before. I just want to say first that work is awesome. By the way, I don't know yet if it's what I want for Unvanquished, but I want a game with that. :thumbup: I really like iron sight mechanism, that's why I like playing True Combat for exampl...
by illwieckz
Sun Feb 21, 2016 9:38 pm UTC
Forum: Ideas & Suggestions
Topic: My dreams for netradiant/q3map2/what you want.
Replies: 6
Views: 13446

My dreams for netradiant/q3map2/what you want.

This my ideas to avoid the more frustration while mapping for dæmon based games. Dæmon is an open source engine, so Unvanquished is not only a game, it's also fun stuff to hack with. So, we must offer a nice mapping experience to see people having fun to hack with the dæmon engine and Unvanquished. ...
by illwieckz
Sun Feb 21, 2016 12:28 pm UTC
Forum: Level Design
Topic: Why we need a real raytracer for lightmaps rendering
Replies: 27
Views: 113999

Re: Why we need a real raytracer for lightmaps rendering

Just one thing to add to the "lightmapping with an external raytracer" dream, it must not be forgotten that any new raytracer must render both the lightmap and the lightgrid. That's one of the two issues of anthill in unvanquished (a tremulous map baked with blender by Seeeker), it does no...
by illwieckz
Sun Feb 21, 2016 1:52 am UTC
Forum: Level Design
Topic: Why we need a real raytracer for lightmaps rendering
Replies: 27
Views: 113999

Re: Why we need a real raytracer for lightmaps rendering

So, just for fun, samplesize 8 (“final” build netradiant profile), compile time 11m22: http://dl.illwieckz.net/b/q3map2/surfacelight-bounce/unvanquished_2016-02-21_024441_000.jpg samplesize 16 (“test” build netradiant profile, 16 is q3map2 default), compile time 3m48: http://dl.illwieckz.net/b/q3map...
by illwieckz
Sat Feb 20, 2016 10:22 pm UTC
Forum: Level Design
Topic: Why we need a real raytracer for lightmaps rendering
Replies: 27
Views: 113999

Re: Why we need a real raytracer for lightmaps rendering

By the way, about the last picture:

Image

This is how the dock much look while viewed from the tunnel if HDR was done by the renderer.

by illwieckz
Sat Feb 20, 2016 7:50 pm UTC
Forum: Level Design
Topic: Why we need a real raytracer for lightmaps rendering
Replies: 27
Views: 113999

Re: Why we need a real raytracer for lightmaps rendering

So, I removed all pointlights, disabled shadowcasting and I'm only hacking with surfacelight and bouncing. I got that: http://dl.illwieckz.net/b/q3map2/surfacelight-bounce/unvanquished_2016-02-20_193029_000.jpg So, it looks very nice but the bounce is buggy sometime, I can probably fix this issues d...
by illwieckz
Sat Feb 20, 2016 4:46 pm UTC
Forum: Level Design
Topic: Why we need a real raytracer for lightmaps rendering
Replies: 27
Views: 113999

Re: Why we need a real raytracer for lightmaps rendering

note: there is a -bouncescale option to scale how many light is bounced… expect screenshots. :wink:

by illwieckz
Sat Feb 20, 2016 3:31 pm UTC
Forum: Level Design
Topic: Why we need a real raytracer for lightmaps rendering
Replies: 27
Views: 113999

Re: Why we need a real raytracer for lightmaps rendering

I'm using the metro map for theses tests because it's a nice example of a map mimicking real stuf. In fact, there is a very easy way to get nice rendering with q3map2: if you never map some stuff that exists for real. Looks at the lamp for example in the metro map, if you remove them, you remove alm...