Tenebrae 1.4 and q3map2


(system) #1

Since i finished with rtcw mapping i want to get into tenebrae now, beacuse its a awesome mod.
As far as i know q3map2 supports tenebrae with the -game tenebrae switch.
but i got “wrong version” when i compiled.
another question: do i need to convert to q1 .map format bevore compiling with q3map2 or is this done by the compiler?


(ydnar) #2

Q3Map2’s Tenebrae support is limited to Tenebrae 2.0, which uses the Quake 3 BSP format.

y


(system) #3

ok thx. then i will use the standard method until t2 is offically released. (that will be a while i know :wink: )


(Pentagram) #4

We plan to release Tb2 in a few months… hopefully x-mas but we don’t guarantee anything.

To build your map for Tenebrae1 you convert it with the map converter to a Quake1 map file and then use the Quake1 map compiler of your choice.
You can find a good tutorial at: http://industri.sourceforge.net/howto.php

Oh and ydnar check this…

Hoaxer: What kind of shadows are used in Source engine - are they fully dynamic, or are they partially static lightmaps - do you use a combination of lightmaps and dynamic shadows?
Gabe Newell: We use a combination of dynamic and static lighting. Objects that move cast dynamic shadows whereas static objects cast, well, static shadows that are cheaper. On DX9 you get soft dynamic shadows as well. We also have a full radiosity solution for static bumped lighting (bump maps work with static lights). If you were to put a static light next to a bump-mapped object, the light direction would be correct (traditionally light maps and bump maps have been mutually exclusive).

Sounds like delux mapping to me :wink:

Charles

And since this is my first post a dancing banana! :banana:


(ydnar) #5

Aye, it does.

Prior art, huzzah! :wink:


(system) #6

I found the “industri” resources some days ago. It was VERY helpful.
This stuff and the editing-stuff on the tenebrae page is enought to build maps.

But its very hard work to make Tenebrae maps if you want to use curves.
a lot of export and model import stuff…
Not even to mention all the bump and glossmap stuff…
But the results are quite cool and unique. :smiley:


(Emon) #7

While on an HL2 tangent, anyone know if HL2 can support dynamic lightmaps and bumpmapping? I heard this was true, along with dynamic radiosity…but that latter part would be insane!!


(Pentagram) #8

Hmzz I think the dynamic radiosity won’t be there unless they mean a hack with it (cubemaps (with ambient occlusion) or deluxmapping-like come to mind)
But we can only hope they are able to do it, wich means we must be able to do it then :smiley:
I saw the hl2 presentation at ECTS they seem to use lightmaps with some shader extras but nothing that specacular. Look at the tram for example the whole tram pops in and out of shadows based on the “origin” of the tram, it seems they are just looking it up in the lightmap underneath the tram. (They could at least have it looked up per vertex in a 3d texture, something like q3 with the entity lighting does)
(Hmmz I hope this is not too offtopic for the q3map2 forum…)

Charles


(system) #9

Hmmz I hope this is not too offtopic for the q3map2 forum…)

Maybe ydnar ist already coding this stuff into the q3map2. :cool:


(ydnar) #10

It’s already in.

Radiosity has worked with style lights since day 1. Each different style has its own unique path through the radiosity pipeline, so it works like you expect.

It also works with the deluxemap stuff too.

I’m curious as to what HL2 is using. Wonder if they plan to release the source code to HL2Rad (or whatever).

y


(Valhue2) #11

Its more then likely that they will release the source for the HL2 compiler software. They did it for HL1, and ‘Zoner’ picked it up and created some awsome tools, much like the almighty Yndar. Both increased compile time dramatically, and installed new features. You both deserve :beer:

V^2