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overbright lighting?

Posted: 06 May 2009, 17:57
by smoth
We can do our settings in a map (r, g, b)

but can it exceed 1?

As it can I cause some additive lighting? or is it just a simple darkening used for the lighting?

it seems like it would be cool to be able to cause an effect similar to a dodge with lighting. Any one know?

Re: overbright lighting?

Posted: 06 May 2009, 20:34
by Argh
The simple answer is, no, I think if you feed it levels above 1.0, at best it'll bork.

But you could take my GLSL lighting solution from P.U.R.E., Widget-ize it and make it run on any Unit in POV, and get the effect you want, pretty easily (i.e., it's just the simple Lua that has to change, you don't need to alter the GLSL).

Re: overbright lighting?

Posted: 06 May 2009, 21:05
by smoth
I am not looking for dynamic lighting.

I would like to be able to control light and shadow.

right now all we can do it darken the texture on a map.

Re: overbright lighting?

Posted: 06 May 2009, 21:10
by Beherith
Yep, I totally agree! I usually have to pre brighten my textures a bit.
But there is a hack smoth: use a brighter detail texture, and work down from that.

Also, anyone else notice that spring seems to desaturate textures even with no detail texture on and all lighting settings set to 1 1 1?
If I look at them next to each other (the original and the spring rendered, I can see about 5 points less saturation in spring, so I add a bit in photoshop before compiling.

Re: overbright lighting?

Posted: 06 May 2009, 21:18
by Argh
I am not looking for dynamic lighting.
It is a simple lighting system. It's flexible.

You'd just have to send it the map geometry. User showed how to make a display list of that a long time ago. Maybe store it in a VBO?

Re: overbright lighting?

Posted: 06 May 2009, 21:24
by Beherith
Argh wrote:
I am not looking for dynamic lighting.
It is a simple lighting system. It's horribly ugly.
Fixed.

Re: overbright lighting?

Posted: 06 May 2009, 21:27
by Argh
LOL... all righty then... moving right along...

Re: overbright lighting?

Posted: 06 May 2009, 22:05
by smoth
I understand but please don't.

Re: overbright lighting?

Posted: 07 May 2009, 12:44
by Forboding Angel
Beherith wrote:But there is a hack smoth: use a brighter detail texture, and work down from that.

Also, anyone else notice that spring seems to desaturate textures even with no detail texture on and all lighting settings set to 1 1 1?
If I look at them next to each other (the original and the spring rendered, I can see about 5 points less saturation in spring, so I add a bit in photoshop before compiling.
Yep, that's what I've done in the past, and yep, I've noticed that as well. I suppose over time I just got to the point to where I stopped questioning it and just accepted that that's the way it was. It is kinda wierd tho.

I usually countered it with increasing the contrast by a decent margin, but that isn't necessarily the best way O_o

Re: overbright lighting?

Posted: 12 May 2009, 04:08
by Quanto042
Increasing the Saturation and Brightness/Contrast is what I've always done as well. lol

Funny how we've never talked about that before and yet we all do the same thing >_>

Re: overbright lighting?

Posted: 12 May 2009, 22:21
by Forboding Angel
Hehe well, you get the map ingame and you're like "Waaaait a sec... that's not right...".

On some maps I tried increasing the contrast by a massive margin, and while it looks really good ingame, it also looks a bit fakish, so I just kinda decided on a happy medium.

Oh, and as mentioned, I have tried playing around with the detail tex for it, but the problem is, the more you brighten the detailtex, the more washed out your map ends up looking. At least that's what's happened with me, maybe someone else knows a better way to do it with the detailtex.

Re: overbright lighting?

Posted: 15 May 2009, 00:44
by Argh
So... um, you guys basically want bloom?

So why not just adjust your map's pre-lighting results before compiling it (i.e., higher contrast), and then using a fairly high contrast ratio between the sun light and ambient values?

Re: overbright lighting?

Posted: 15 May 2009, 00:52
by lurker
Argh wrote:So... um, you guys basically want bloom?
That's not what bloom is.
Argh wrote:So why not just adjust your map's pre-lighting results before compiling it (i.e., higher contrast), and then using a fairly high contrast ratio between the sun light and ambient values?
They are doing that. Doesn't make it a great method.

Re: overbright lighting?

Posted: 15 May 2009, 01:01
by Argh
At any rate, maybe a screenshot of what they'd like things to look like, vs. what they're getting, might be helpful.

Maybe we need a way to adjust total contrast via a shader, etc. to solve these problems.

I just don't see what the issue is- I've done all sorts of lighting conditions, from "fairly damn bright" to "almost night" and it's all worked just fine for me, unless they're asking for something like bloom, where all lighting is exaggerated.

Re: overbright lighting?

Posted: 15 May 2009, 01:37
by lurker
Also, anyone else notice that spring seems to desaturate textures even with no detail texture on and all lighting settings set to 1 1 1?
This would be a part of it.

Re: overbright lighting?

Posted: 15 May 2009, 01:55
by Argh
Is it the per-fragment lighting getting borked?

Maybe it's the odd way that the detail part works- it may have something in there designed to prevent values going over 1, that basically makes it impossible for values for reach 1.

Meh. No time to read the shader atm, gotta finish what I'm doing. I'll get back to this Sunday, if no other solution has been found- it may be something simple in the fragment program or whatever.

Re: overbright lighting?

Posted: 15 May 2009, 05:29
by smoth
no I am not asking for bloom ffs.

http://www.quake3world.com/forum/viewtopic.php?t=30903

Image

look over saturated light, such a hard thing..

Re: overbright lighting?

Posted: 15 May 2009, 06:17
by jK
wow this gives some performance relevant questions about the q3 engine ... rendering the dynamic lighting in a separated pass and blend it ... not very fast ...

@spring:
1. there is no such lighting, so there is no such blending
2. detail tex use:

Code: Select all

glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD_SIGNED_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
(with shadows enabled it uses a bit different combination)
3. any >1.0 values are cut by opengl, there is a new extensions for float textures to turn it off, but spring won't use it cuz it isn't available for most gfx. Instead i plan for a long time to use shader more over the whole render pipeline to optimize such stuff (combiners are the hell).
4. those images give the impression you want specular lighting for the ground rendering. also overexpose just make sense with specular lighting (& dynamic lighting) ...
5. for units it is pretty easy to add it, but when i showed you a screenshot you disliked it ... (off vs. on & off vs. on)

Re: overbright lighting?

Posted: 15 May 2009, 07:13
by smoth
1) Hey I don't know what to call it, I just saw it in the past doing level editing.

2)huh?

3)cool

4) would make metal maps hella cool. but doing a specular map for a 10240(20X20) would be a bitch and a one size fits all detail texture like specular would look bad. how would that even be managed? alpha on the dds tiles?

5)
yeah it even lit up the cracks where there was no specular before unless of course those large panel lines do have specular applied at which point in time I would just raeg over that.. The way that you are doing it in those shots looses details as opposed to highlighting them. while it is kinda what I am asking for with the map textures.

Re: overbright lighting?

Posted: 15 May 2009, 10:10
by REVENGE
Argh wrote:LOL... all righty then... moving right along...
lol get out