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InsideQC Forums • View topic - How can I add overbright lighting to Quake engine?

How can I add overbright lighting to Quake engine?

Discuss programming topics for the various GPL'd game engine sources.

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Postby hondobondo » Mon Jul 26, 2010 3:55 pm

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gonna get this working

Postby hondobondo » Sat Aug 14, 2010 6:29 pm

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Postby hondobondo » Sun Aug 22, 2010 2:34 am

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DONE

Postby hondobondo » Wed Aug 25, 2010 12:18 am

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Re: DONE

Postby hondobondo » Wed Aug 25, 2010 12:21 am

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Re: DONE

Postby leileilol » Wed Aug 25, 2010 12:41 am

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Postby mh » Wed Aug 25, 2010 4:08 pm

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Postby Downsider » Wed Aug 25, 2010 5:24 pm

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Postby mh » Wed Aug 25, 2010 7:22 pm

You could use a 256 element byte array as a lookup (just using the calculated result from blocklights as the index) and put anything you wanted into it. Making it dynamically changable at runtime would be just a matter of setting modified = true and expanding rectchange to cover the full texture rectangle.
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Postby Downsider » Thu Aug 26, 2010 12:04 am

Aye.. Unfortunately, with HLBSP comes me greedy for coloured lighting, and since I've got support for that, I'd need 256^3 elements and that just seems sloppy.. Also, are you aware which function actually builds the final RGB values into the texture? In which case I'd know how to modify a bunch more stuff.
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Postby hondobondo » Thu Aug 26, 2010 12:46 am

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Postby mh » Thu Aug 26, 2010 4:45 pm

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Postby mh » Thu Aug 26, 2010 4:47 pm

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Postby WhiteMagicRaven » Mon Jun 06, 2011 3:27 pm

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