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Pre rendered high resolution shadows

  • wikipediano
  • July 23, 2005 at 11:05 PM
  • wikipediano
    • July 23, 2005 at 11:05 PM
    • #1

    In quake 3, if I set all textures to no lightmap, will I still get shadows? I was thinking on having custom textures everywhere with pre rendered shadows, in other words, much more brushes needed. Jaggied shadows are really gay, and realtime soft shadows are really heavy.

  • wikipediano
    • July 25, 2005 at 2:07 PM
    • #2

    Do you know old games like duke3D and doom? That's what I meant, rendering lightning and shadows in the texture itself.

  • ReNo
    • July 25, 2005 at 3:56 PM
    • #3

    I'd have thought almost certainly not. Sure, it should "work" in that you'll get the baked in shadows appearing and, if you turn off lightmaps, there won't be any in game lighting applied, but the number of unique textures you will require to pull this off is almost undoubtadly going to be more than your engine of choice can handle. You might be able to do it if you are making a VERY small map, but I highly doubt it would be possible on most.

  • InsaneSingingBlender
    • July 25, 2005 at 6:32 PM
    • #4

    plus you would have to be very good at telling where the shadows should be and how long the shadows should be.

  • mike-0
    • July 31, 2005 at 5:22 PM
    • #5

    I dont understand how it would be a drag on his system if the shadows were built into the textures.

  • insta
    • July 31, 2005 at 5:36 PM
    • #6
    Quote from mike-0

    I dont understand how it would be a drag on his system if the shadows were built into the textures.

    Well you would fill the texture memory pretty quickly unless you want to repeat the same shadow pattern and angles on each surface.

  • Section_Ei8ht
    • July 31, 2005 at 8:20 PM
    • #7
    Quote

    That's what I meant, rendering lightning and shadows in the texture itself.

    i hope any games built on that philosophy dont give the player flashlights.

  • kleinluka
    • July 31, 2005 at 8:32 PM
    • #8

    half-life?

  • Zacker
    • August 1, 2005 at 5:02 PM
    • #9

    HL renders lighting in a lightmap and not in the texture itself?

  • ReNo
    • August 1, 2005 at 5:39 PM
    • #10

    Indeedy - textures are reused all over the shop, while lightmaps don't have the sort of resolution or amount of colour data found in actual textures therefore there is enough memory for them to be unique.

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