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Author Topic: Tracking down lighting/shading issues  (Read 5423 times)

Offline keybounce

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Re: Tracking down lighting/shading issues
« Reply #15 on: June 14, 2009, 07:38:02 am »
Bump

Again, if I'm looking for lighting issues, then what should I be looking for?

Where should I be checking for values calculated in the lighting calculations of ufo2map, versus the lighting calculations of "real time lighting + real time shaders" versus the read from the map data of non-real time lighting?

I'm out of my skill/knowledge trying to understand the code.

Offline Mattn

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Re: Tracking down lighting/shading issues
« Reply #16 on: June 14, 2009, 06:01:38 pm »
the lightmap is stored per surface as RGB data - the mBspSurface_t sample data

each sample pair contains two RGB samples - one for the lightmap, one for the deluxemap.

you can even store the lightmap to a raw image if you like - have a look at R_BuildLightmap

to find out more you can deactivate R_BuildLightmap and use R_BuildDefaultLightmap only - this should result in a white lightmap (so no shadows at all)

you can also play around with the cvars r_lightmap and r_deluxemap - if you do please post the screenshots of africa with one OR the other activated

Code: [Select]
bind n "r_lightmap 0; r_deluxemap 1;"
bind m "r_lightmap 1; r_deluxemap 0;"

Offline keybounce

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Re: Tracking down lighting/shading issues
« Reply #17 on: June 15, 2009, 04:45:45 am »
Attempting to type stuff into the console during game play turns up two flaws:

1. The bottom of the console -- where I type -- is about 2 lines below the bottom of the screen.
2. Copy/paste does not work.

typing blind, but typing ...

Starting the game...
michael has joined team 0
(player 0) It's team 1's round
michael has taken control over team 1.
music change to PsymongR2 (from van_theme)
Retracing for model *1 in   0.0s
Retracing for model *2 in   0.0s
Retracing for model *3 in   0.0s
Retracing for model *4 in   0.0s
Retracing for model *5 in   0.0s
Retracing for model *6 in   1.0s
Retracing for model *7 in   0.0s
Retracing for model *8 in   0.0s
v
michael: v
v
michael: v
Menu 'radarmenu' is not on the active stack
bind n "r_lightmap 0; r_deluxemap 1"
Menu 'radarmenu' is not on the active stack
bind m "r_lightmap 1; r_deluxemap 0"

Alright, trying the "n" and "m" keys while in game play ...

michael: game_timeslow
michael: game_timefast
michael: game_timeslow
michael: game_timefast
Flood protection: You can't talk for 10 seconds.
You can't talk for 9 more seconds

Ok, what am I doing wrong?

Offline Mattn

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Re: Tracking down lighting/shading issues
« Reply #18 on: June 15, 2009, 07:18:06 am »
seams like you (or me) have an old keys.cfg - you can bind other keys - just don't use n and m. you can also add that to the autoexec.cfg or default.cfg if you don't wanna type it to the console.

Offline Another Guy

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Re: Tracking down lighting/shading issues
« Reply #19 on: June 15, 2009, 05:40:40 pm »
Shouldn't full screen setting solve it?

Offline Mattn

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Re: Tracking down lighting/shading issues
« Reply #20 on: June 16, 2009, 07:53:32 am »
Shouldn't full screen setting solve it?

solve what?

Offline Another Guy

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Re: Tracking down lighting/shading issues
« Reply #21 on: June 16, 2009, 03:05:51 pm »
Quote
1. The bottom of the console -- where I type -- is about 2 lines below the bottom of the screen.

Offline bayo

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Re: Tracking down lighting/shading issues
« Reply #22 on: June 17, 2009, 12:22:56 am »
Hi. I see that thing too.
IMO fullscreen or not will not change anything, but the ratio of the screen resolution used.
Maybe a job for me.

----

fixed in r24746
« Last Edit: June 17, 2009, 09:19:07 pm by bayo »