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InsideQC Forums • View topic - Suggestions for LordHavoc's Darkplaces

Suggestions for LordHavoc's Darkplaces

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Re: Suggestions for LordHavoc's Darkplaces

Postby Qrv » Sun Nov 20, 2011 2:52 pm

Sorry to Necro this, but I have a request for DarkPlaces engine feature.
I would really love to have the ability to use normal maps, specular maps and have particles light correctly by dynamic lights.

Maybe the normal maps and specular maps are not needed, but what I'm after is the ability to make a dp_refract shader style particle,
allowing for stuff like heat-haze/view warping in particles.

And the request to have particles light correctly by RTLights, mainly for normal alpha blended particles, could instantly add alot to atmosphere where
"Fog" / "Smoke" style effects are used.

EDIT:

Also, not a feature request, but I'd love some documentation on how to get the best optimization out of RTLight placement.

At this time, I only understand the facts that over-lapping too many lightvolumes will cause a slowdown, and I understand doing the same for shadowvolumes will cause great slowdown also.
However, if theres any other tips/tricks people know for getting the best fps while using RTLights, that'd help me a lot.

EDIT:

Also.... I'd like to have a way to only allow bloom (hdr/normal mode either one or both) to effect "fullbright" (_luma) textures only, not the entire world.
I've mucked around alot with the bloom and hdr bloom settings via the console, and can indeed get quite close to the effect I want, but it effects the global scene which I do *not* want. Ideally I want to have a serious amount of bloom on _luma's and the sky, but leave other textures outta the bloom equations.
I'm looking for a Mapper, Modeller/Animator and a Sound effect/Music person, to work on an exciting project. PM Me here, or catch me on IRC for further info.
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Re: Suggestions for LordHavoc's Darkplaces

Postby mankrip » Sun Nov 20, 2011 6:56 pm

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Re: Suggestions for LordHavoc's Darkplaces

Postby Qrv » Tue Nov 22, 2011 2:04 pm

Also, can we have multi-pass Q3 shaders?

The most common example for this would be for sky layers, although using skybox's is great, they just dont feel right for Q1.


EDIT:

Also, when using r_editlights 1 to modifiy RTLight, can we have some kind of wireframe/transparent sphere to show RTLight radius?
And maybe some kind of XYZ Angle gizmo for rotating cubemapped lights? Ie, to show which direction the angels are at, not to actually modifiy the angle of the RTLight.
I'm looking for a Mapper, Modeller/Animator and a Sound effect/Music person, to work on an exciting project. PM Me here, or catch me on IRC for further info.
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Re: Suggestions for LordHavoc's Darkplaces

Postby leileilol » Tue Nov 22, 2011 11:38 pm

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