Author Topic: Bug: Caustics  (Read 2379 times)

Eiii

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Bug: Caustics
« on: January 06, 2005, 09:28:49 AM »
The caustics are great, but there's a small bug with them. They show up on all sides of the walls that are in water, which is usually okay, except when it's a "tunnel" of water.

Look in 2fort5, it's pretty obvious.

jitspoe

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Re: Bug: Caustics
« Reply #1 on: January 06, 2005, 12:27:22 PM »
Not really much I can do about that -- if the surface is underwater, it gets caustics. :)

With the new map format, however, I might use "caustics maps" that allow for controlled levels of caustics on surfaces.

Eiii

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Re: Bug: Caustics
« Reply #2 on: January 06, 2005, 07:07:45 PM »
New map format? like, not BSP anymore, or just the new engine?

jitspoe

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Re: Bug: Caustics
« Reply #3 on: January 06, 2005, 07:23:33 PM »
Haven't decided if I'm going to use BSP trees or not.  Read here for more details: http://www.quakesrc.org/forums/viewtopic.php?t=4229
« Last Edit: January 07, 2005, 12:28:59 PM by jitspoe »

Eiii

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Re: Bug: Caustics
« Reply #4 on: January 06, 2005, 11:35:23 PM »
Use Gmax, or i will kill you. Gmax owns all.

OOH! OOH!
Since Gmax doesn't use polygons, you can have it render the polygons in-game. Then, there could be a option, to have detail. Then, you can still put most of the power in the graphics card, and the people with crappy ones can just turn it down.
« Last Edit: January 06, 2005, 11:56:48 PM by eiii »

jitspoe

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Re: Bug: Caustics
« Reply #5 on: January 07, 2005, 12:12:21 AM »
gmax doesn't use polygons? o.0

I do plan to have scaleable LOD so that people can adjust the detail level.

Eiii

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Re: Bug: Caustics
« Reply #6 on: January 07, 2005, 08:35:31 AM »
It just uses tons and tons. and tons. Have you ever used gmax?

jitspoe

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Re: Bug: Caustics
« Reply #7 on: January 07, 2005, 12:30:25 PM »
A little... I'm pretty sure you can control the polygons.  Wonder if it can export ASE.

Eiii

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Re: Bug: Caustics
« Reply #8 on: January 07, 2005, 07:02:02 PM »
Can Q2 render ASE?

And what is ASE?

jitspoe

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Re: Bug: Caustics
« Reply #9 on: January 08, 2005, 04:09:37 PM »
No.

3dsmax's ASCII export format.

Eiii

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Re: Bug: Caustics
« Reply #10 on: January 08, 2005, 05:31:55 PM »
I saw somewhere a version of Q2 that rendered Q3 mapfiles... if you had Q3. It was hosted on planetquake, you should check it out, jits.

jitspoe

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Re: Bug: Caustics
« Reply #11 on: January 09, 2005, 12:27:45 AM »
It's like $3k to license the q3 map compilers.

Eiii

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Re: Bug: Caustics
« Reply #12 on: January 09, 2005, 12:36:52 AM »
We can totally raise the money.

jitspoe

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Re: Bug: Caustics
« Reply #13 on: January 09, 2005, 03:22:39 AM »
Meh, I don't think it's worth it -- the q3 level format isn't THAT big of an advancement over q2's.  Besides, Carmack is open-sourcing Quake3 soon.

Eiii

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Re: Bug: Caustics
« Reply #14 on: January 09, 2005, 11:50:33 PM »
Until then, work on the engine thingy. It'll do for now.