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Dyamic lights are quite important for jk2 presentation - they are used for sabers and other bzbz star wars weapons.
id tech 3 implementation has a number of limitations and bugs.
They sometimes get cut on texture seams, quality is quite low (pixelated), there is bleeding and they get rectangular shape rather than circular at times. They don't show on some models (eg. weapons or players).
Cyrax in Quake3e https://github.com/ec-/Quake3e improved upon these in opengl renderer (before switching to vulkan) - see r_dlightmode cvar.
Perhaps the improvements originate from earlier q3a forks like cnq3, I'm not sure right now.
It would be nice to port this feature considering how much dynamic lights are used in jk2.
I'll try to find some pictures highlighting the difference
Alternatively Jedi Academy has improved dynamic lights where they lit up spherical region of the map rather than cylindrical, these changes could be ported instead.
The text was updated successfully, but these errors were encountered:
Dyamic lights are quite important for jk2 presentation - they are used for sabers and other bzbz star wars weapons.
id tech 3 implementation has a number of limitations and bugs.
They sometimes get cut on texture seams, quality is quite low (pixelated), there is bleeding and they get rectangular shape rather than circular at times. They don't show on some models (eg. weapons or players).
Cyrax in Quake3e https://github.com/ec-/Quake3e improved upon these in opengl renderer (before switching to vulkan) - see r_dlightmode cvar.
Perhaps the improvements originate from earlier q3a forks like cnq3, I'm not sure right now.
It would be nice to port this feature considering how much dynamic lights are used in jk2.
I'll try to find some pictures highlighting the difference
Alternatively Jedi Academy has improved dynamic lights where they lit up spherical region of the map rather than cylindrical, these changes could be ported instead.
The text was updated successfully, but these errors were encountered: