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InsideQC Forums • View topic - earliest dp build with stainmaps?

earliest dp build with stainmaps?

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Postby revelator » Mon Mar 02, 2009 8:29 pm

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Postby mh » Mon Mar 02, 2009 9:23 pm

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Postby revelator » Tue Mar 03, 2009 12:26 am

ok i wasnt far of :wink:

quite interresting i think cause that actually means lights are textures ? "but generated ones".

i found that stainmaps tend to be more diffuse than decals dunno if thats what's ment with blocky :lol:

hmm maybe going einstein with some cubemap code could produce something that looked a bit better ?
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Postby Spike » Tue Mar 03, 2009 1:13 am

The idea behind stain maps is to reduce the blue and green lighting in areas, so blood splattering walls makes them go red.
Once applied stain maps do not impact performance.
Although 1000 gibs flying around a room spraying blood all over the place does, however.

They're a lightmap hack, and depend upon the lighting resolution for their precision. Generally that's a consistant 16-texel/quake-unit precision. Which isn't that great.

They're not so great for deathmatch games, as they tend to linger and just make the map dark. Clipped decals rule.
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Postby MeTcHsteekle » Tue Mar 03, 2009 3:27 am

bah
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Postby revelator » Fri Mar 06, 2009 4:34 am

they may have there uses :wink: but else i agree with spike clipped decals do look better :)

for blood they just look wrong but wall marks from say the lighting gun looks kinda good.

will see if i can get some decals running in realm hopefully it wont look to borked combined with stains.
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