Search found 687 matches

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: 54990

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: 54990

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: 54990

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: 54990

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: 54990

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...
by illwieckz
Sat Feb 20, 2016 2:19 pm UTC
Forum: Level Design
Topic: Why we need a real raytracer for lightmaps rendering
Replies: 27
Views: 54990

Why we need a real raytracer for lightmaps rendering

So, let's play with the metro map. Original map (light entities + some light emitting shader, legacy build, the overall light ambiance is nice, but nothing is realist at all: http://dl.illwieckz.net/b/q3map2/surfacelight-bounce/unvanquished_2016-02-20_141427_000.jpg Original map (light entities + so...
by illwieckz
Wed Feb 17, 2016 9:45 pm UTC
Forum: General Discussion
Topic: So I got a new computer...
Replies: 4
Views: 7021

Re: So I got a new computer...

2. When are the pickup games? (I cbf searching, might as well collect information in one spot)

Sunday 20:00 UTC

[Edit: nice to see you again! :bsuit: ]

by illwieckz
Fri Feb 05, 2016 5:46 am UTC
Forum: Troubleshooting
Topic: Windows Server
Replies: 3
Views: 8702

Re: Windows Server

Hello, you can find some bits there:

https://wiki.unvanquished.net/index.php ... er/Running

http://forums.unvanquished.net/viewtopic.php?f=6&t=1745

But I never tried anything on Windows (neither client, neither server). Welcome ! :thumbup:

by illwieckz
Mon Jan 18, 2016 12:03 am UTC
Forum: Level Design
Topic: New advanced map editor for Quake engines: TrenchBroom
Replies: 45
Views: 92088

Re: New advanced map editor for Quake engines: TrenchBroom

This project looks good but definitely needs a descent build system (or a good contribution). Too bad I'm not a cmake wizard. :confused:

I've never managed to compile that software, ever.

by illwieckz
Fri Dec 18, 2015 3:42 am UTC
Forum: General Discussion
Topic: Re-licensing the wiki (without the non-commercial clause)
Replies: 34
Views: 67127

Re: Re-licensing the wiki (without the non-commercial clause)

and ET-XreaL licensed parts

What is that?