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Static lights in levels ROCKS

Wed, 16 Jan 2002 19:26:01

SlayeR

I'm currently making a small level for vavoom, to test out the cool static lights, and I must say, they rule. Keep up the good work, and I'm looking forward to the next *hopefully* faster version!<br><br>
Wed, 16 Jan 2002 19:36:39

RambOrc

Be sure to mail me the map once it's finished  :)
Thu, 17 Jan 2002 00:08:21

EvilOne

By the way, Janis, are you going to add some more "detail level" to light calculation, as we'd discussed it earlier? On large maps, current detalization is just not enough, shadows are very pixelized...
Thu, 17 Jan 2002 04:03:16

Janis Legzdinsh

By enabling 'extra samples' in options menu lightmap calculation will be performed with greater precision. As for lightmaps themselves a 16x16 grid lightmap is good enough. And I don't want to increase detail level, because for example 8x8 grid lightmap will require 4 times more memory.
Fri, 18 Jan 2002 02:01:21

EvilOne

Looking at other 3D games, seems like they either they "use more memory", or smoothen the shadows somehow...<br><br>Oh yes, I always have the "extra samples" options on. I didn't even try running my map _without_ them.<br><br>BTW in case you're wondering what is it, it's one another remake of DM-Morpheus. Quite a large level, and I wanted to make it completely using static lights, without sector lighting at all - so I've made a light source up there over all three towers, in hope to produce some cool-looking shadows. Well seems like I'll have to put many small-lights instead, trying to get the same effect using only them.
Fri, 18 Jan 2002 03:59:32

Janis Legzdinsh

The lightmap grid is in texture pixels. Using more detailed textures automaticly means greated lightmap detail.<br><br>BTW I hope to see your work some day.
Fri, 18 Jan 2002 05:16:23

EvilOne

How can I make the texture more "detailed"? Making it larger simply stretches it...<br><br>Also, I don't know what's the grid size, but the shadow is much more pixelized than the floor texture...
Fri, 18 Jan 2002 19:34:38

SlayeR

Ramborc]k[:<br>Well, once I've finished the level, I'll email it to Janis, so he can put it up at the Vavoom site (if he thinks its any good)<br><br>And as for the lights detail, I too would appreciate greater detail for shadows, maybe an option to switch between 16x16 lightmaps to 8x8 for high-end machines?<br><br>And also, one great thing about static lights in Doom is that you also can control the sector light level, so if you think the shadows are too dark (like, say, an outdoor area), you can increase the sector light level, and presto! More realistic shadows (ie, not completely black)<br><br>And one other thing, I can't get deep transparent water to work properly. The sky shows through the surrounding lines from underneath the water level, and I can't get a texture there...
Sat, 19 Jan 2002 00:03:06

EvilOne

how exactly did you do the water?<br>I used it, it works fine...<br><br>(BTW I'm making a "demo" level for Vavoom, demonstrating all cool things in the engine like slopes, 3dfloors, water, lights, ACS... as soon as I get it done I'll release it, will be sorta FAQ for questions like "how to do this" =))<br>
Sat, 19 Jan 2002 04:30:59

Janis Legzdinsh

More "detailed" can be obtained by scaling them, but scaling is not supported by Vavoom ... yet.<br><br>As for water - make sure that floor and ceiling heights are equal.
Sat, 19 Jan 2002 07:04:29

EvilOne

Water might not be understood easily, so I'll explain...<br><br>Water is NOT a 3D-floor (like water brushes in Quake)! It's part of the sector _under_ that floor. So if you want to add water, you create a 3D-floor with floor height = ceiling height = water level, and apply the necessary content-type flags to it. What is below the floor is affected by these flags and becomes water, what's above remains the same.<br><br>Hope this helps...
Sat, 19 Jan 2002 18:50:02

RambOrc

You sure? I created a 1 unit high 3D floor at the height where the water surface should be and it worked just fine.
Sun, 20 Jan 2002 01:31:06

Janis Legzdinsh

It will work but that 1 unit will be not drawn and sky may be visible.
Sun, 20 Jan 2002 02:09:08

EvilOne

Practically, you'll see a thin, one-pixel rectangle of sky showing through - will look like a bright border.<br><br>Or, if sky is not visible from this sector, you'll get a HOM there. Would look weird =)
Sun, 20 Jan 2002 06:34:24

RambOrc

<!-- m --><a class="postlink" href="http://www.korax-heritage.com/serpentpower/shot0002.JPG">http://www.korax-heritage.com/serpentpower/shot0002.JPG</a><!-- m --><br>I don't see any visual probs, though it's a 1 pixel high 3D floor
Sun, 20 Jan 2002 07:07:00

EvilOne

It is visible when inside the "floor". So in your case it can happen when the player jumps into water and crosses the boundary, he can occasionaly see the water edge "flash". Anyhow, water was not supposed to work this way, and it's safer to set floor height = sector height anyhow... =)
Sun, 20 Jan 2002 17:41:34

SlayeR

Ohhh, thats how you do it... <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --><br>OK, I'll add it back into my level then.

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