 Bloom...Bloom Everywhere
#13352 posted by mjb on 2016/03/02 12:15:44
Are people really that struck over bloom lightning and cheesy shaders? There is a time and place for UE4 but not for something like this. I am fortunate that a community exists that has similar views! :)
 Lmao
Signed Up And Commented Too.
Never disappoint.
 Also From The Op
[[[CAN WE PLEASE HAVE A NEW PASSWORD FOR THIS AS THIS ONE IS UTTERLY FUCKING ANNOYING]]]
WHO DID THIS 😂😂
 OTP.
#13355 posted by Shambler on 2016/03/02 20:56:23
Someone with moderator privileges who is a bit of a knob and abuses them, obviously.
My favorite kind of person.
 Per-pixel Skybox Dithering
#13357 posted by mankrip on 2016/03/02 23:38:36
I wasn't satisfied with the Floyd-Steinberg dithering that I had implemented in the TGA loader ages ago. Floyd-Steinberg dithering only works per-texel, which means that its color correction doesn't interpolate at the subtexel level used by the 3D rasterizer and the level of detail gets quite poor when the image is projected in 3D space:
http://www.quaketastic.com/files/screen_shots/scr_0735_fs.png
So, I've ditched it and came up with a 2-step per-texel & per-pixel approach. There's a huge amount of preprocessing involved in this method, so I'm gonna have to make the engine store the compiled data in the disk to make loading times tolerable:
http://www.quaketastic.com/files/screen_shots/scr_0735_mankrip.png
And here's how it looks with a high-res skybox from Arcane Dimensions:
http://www.quaketastic.com/files/screen_shots/scr_0755.png
 Mankrip
#13358 posted by Hipshot on 2016/03/03 07:56:07
Some way of making textures look more highres, more like "detail textures"?
#13359 posted by mankrip on 2016/03/03 11:14:26
No. It's about improving color definition, not texture resolution.
Detail textures adds more detail than originally existed, while per-pixel dithering prevents average color loss.
Sometimes I may get a little odd with nomenclature because I'm inventing these features from scratch and I'm not a native English speaker.
 Mankrip
#13360 posted by Qmaster on 2016/03/03 18:41:58
What you are doing looks great! What engine is it that you are working on?
 Lights
#13361 posted by Rick on 2016/03/05 03:31:29
 Poison
#13362 posted by madfox on 2016/03/05 12:53:49
Texuring is hard, even if I scramble my skybox.
 Rick
#13361: I'm guessing that was meant for Specialbomb, but as someone who's still trying to learn the finer nuances of Quake lighting I find that really helpful.
By the way, what (in relatively lay terms) is the difference between wait and delay? I'm sure they're completely different and this is probably a silly question, but I've read necros's guide (before and again now), but I still don't quite grasp the difference between the two.
 Oops, Probably The Wrong Thread For That Question
#13365 posted by Kinn on 2016/03/05 14:36:23
what (in relatively lay terms) is the difference between wait and delay?
delay is just an integer id to denote what attenuation formula the light uses - read the light tool readme to see which number means what.
wait is a float scale factor that stretches or shrinks the attenuation. wait < 1 stretches it (light goes further), wait > 1 shrinks it.
If you use ericw's version of the light tool, the readme will tell you everything you need to know about using lights.
 Thanks, Kinn
That sort of makes sense now (I mean it's well explained on your part; it just needs to sink in on my end). It'll hopefully become clearer with time and experience, but now I don't feel quite so lost.
And thanks for the tip about ericw's readme. It really is very extensive, but your explanation helps me understand the readme a bit better too.
Sorry for the thread-inappropriate discussion.
#13367 posted by necros on 2016/03/05 15:55:56
madfox, that looks wild!
#13368 posted by Rick on 2016/03/05 15:57:29
Yeah, I somehow managed to post the link to that screenshot in the wrong thread.
 Total_newbie
#13369 posted by Kinn on 2016/03/05 15:57:56
with light, the fastest way to become completely 100% clear on everything is simply to make a test map, and just tinker with each light setting one by one, referring to ericw's readme, until everything makes sense.
 Madfox
#13370 posted by Kinn on 2016/03/05 16:08:52
Channelling Beksinski's digital phase perhaps?
 Kinn
Thanks, will do.
#13372 posted by mankrip on 2016/03/05 23:35:32
Qmaster: The working name is Retroquad, but it should be changed upon release.
Rick: Cool guide, we need more stuff like this.
 Phongtastic!
#13373 posted by generic on 2016/03/08 14:30:51
 Yay!
#13374 posted by mankrip on 2016/03/09 00:50:58
 Need Testers
#13375 posted by digs on 2016/03/15 10:56:56
 Test Map
#13376 posted by digs on 2016/03/15 10:58:44
please, send your comments to digs[at]mail.ru
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