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  • Fitzquake Mark V Fullbrights

    It should have been asked before, but I can't find it thru the forums.

    I have these two image files:

    ID1\textures\bclamp02.tga (type 2 TGA)

    ID1\textures\bclamp02_glow.tga (type 2 TGA also)


    Darkplaces gets it right: the lamp brush looks fullbrighted where the "_glow" image masks it.

    At Fitzquake site Baker says his engine uses the same naming convention for fullbrights. But the latest Fitzquake Mark V ignores my fullbright mask .TGA


    What am I doing wrong? How do I get Fitzquake Mark V to fullbright my brush?

  • #2
    Try changing it from _glow to _luma

    I looked at various texture packs and the ones intended for traditional Quake engines like JoeQuake/FitzQuake/ezQuake/Qrack and such all used _luma.

    So I may have scrubbed out _glow in favor of having a single way to do it that worked with all of the relevant existing texture packs.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

    Comment


    • #3
      No luck. The image now is "bclamp02_luma.tga", still a Type 2 TGA with no alpha channel. It's in the same directory as bclamp02.tga

      Am I doing something wrong? What about the look of the texture, is it right?

      EDIT: remember they are in ID1\textures folder, to use on brushes. Should it work?

      EDIT 2: it works in JoeQuake, just tested it. But not in Fitz.
      Last edited by adib; 04-02-2015, 07:13 PM.

      Comment


      • #4
        ALSO: Another possibility ...

        FitzQuake engines apply fullbright external textures differently than most engines.

        Does it as an additive blend, not a mask.

        This means the regular external texture must have black where those pixels will be replaced by fullbright.

        Are these textures for maps or models? If models, I would compare vs. Quakespasm and FitzQuake 0.85.
        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

        Comment


        • #5
          Looking at your texture, black out the area that will become fullbright in the original texture (the top one).

          This could be an additive blend methodology at play.
          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

          Comment


          • #6
            _glow should work

            (Just checked. I couldn't remember because sadly few people use external textures with FitzQuake/Quakespasm).

            So now is more a question of why it doesn't work.
            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

            Comment


            • #7
              This is a poorly lit area of dm3.bsp in the red armor area with texture http://quakeone.com/proquake/media/sfloor4_2_glow.pcx in the textures folder. You'd need a non-glow texture sfloor4_2 in there otherwise it wouldn't bother to look for the _glow one. ( http://quakeone.com/proquake/media/sfloor4_2.pcx )



              That is Mark V (I have a folder with external HUD textures and stuff, Mark V beta has the ability to load all of those provided they are in the DarkPlaces naming convention like gfx\mainmenu.tga and such)
              Last edited by Baker; 04-02-2015, 07:21 PM.
              Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

              So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

              Comment


              • #8
                You told me to black out the areas that will be fullbright, but in your sfloor4_2 example you did what I was doing: blacked the lightmapped areas and painted the fullbright areas. This is what your screenshot shows, right? So, my bclamp02 and bclamp02_glow textures should work.

                I made a simple map to test your sfloor4_2. Didn't work as well. Tried with PCX files and TGA Type 2 files. The texture is loaded, but the _glow doesn't show.

                Here is my console:



                And here is how I'm running FitzQuake:

                fitzquake_mark_v.exe -window +map teste -width 1280 -height 720 -bpp 32 +external_textures 1

                I'm sending attached the BSP and the two textures exactly how they are in my quake folder. Don't know what's happening.

                EDIT: JoeQuake shows it right. I get a wall like yours, but only using JoeQuake.
                Attached Files

                Comment


                • #9
                  October 2014 build test

                  Baker,

                  Here is what I just did:

                  1- Unzipped a fresh copy of Quake to a folder;
                  2- Unzipped dx8_mark_v_debug.exe and mark_v_vs2008.exe, from October 2014 build you linked at Func_Msgboard, into the folder;
                  3- Created a "textures" folder under ID1;
                  4- Moved sfloor4_2.pcx and sfloor4_2_glow.pcx you linked into "ID1\textures".

                  Then I runned both execs. Didn't get the fullbright effect, the engine seems to ignore the _glow image.

                  I turned on TOOL_TEXTUREPOINTER to see what texture was that. It showed "textures/sfloor4_2", meaning the engine is loading the external texture. What about its "_glow" counterpart? Don't know.

                  Then I runned the same test on another computer. Same result, no fullbrights.

                  Here is my test, to unzip and run:
                  markv.zip

                  Am I doing something wrong? What's missing here?

                  Comment


                  • #10
                    As requested

                    Baker, here is my console dump. You can get the ZIP with my test right above this post. The external textures are exactly the ones you posted there at Func_Messageboard, and the map is DM3, the one you tested (the red armor room, remember?).

                    UDP Initialized
                    Exe: 05:37:33 Apr 13 2015
                    256.0 megabyte heap
                    Note: Multisample not requested
                    FOUND: ARB_multitexture
                    FOUND: ARB_texture_env_combine
                    FOUND: ARB_texture_env_add
                    FOUND: GL_ARB_texture_non_power_of_two
                    FOUND: EXT_texture_filter_anisotropic
                    Swap control enabled
                    Hardware gamma enabled
                    joystick not found -- no valid joysticks (a5)
                    Input initialized
                    Avi capturing module initialized
                    ACM module initialized

                    Sound Initialization
                    Set primary sound buffer format: yes
                    Using secondary sound buffer
                    2 channel(s)
                    16 bits/sample
                    11025 bytes/sec
                    DirectSound initialized
                    Audio: 16 bit, stereo, 11025 Hz
                    Sound sampling rate: 11025
                    CDAudio_Init: No CD in player.
                    CD Audio Initialized

                    ========= Quake Initialized =========

                    execing quake.rc
                    execing default.cfg
                    execing config.cfg
                    execing autoexec.cfg
                    3 demo(s) in loop
                    Playing demo from demo1.dem.

                    

                    the Necropolis
                    Using protocol 15
                    Standard vis, maps/e1m3.vis not found
                    Track: music/track02.mp3 not found
                    You got the shells
                    You got the Grenade Launcher
                    ]map dm3
                    Warning: Override progs.dat no impulse 12
                    Standard vis, maps/dm3.vis not found

                    Mark V 0.99 SERVER (51103 CRC)

                    

                    The Abandoned Base
                    Using protocol 666
                    Track: music/track06.mp3 not found
                    ]textures
                    128 x 128 lightmap009
                    128 x 128 lightmap008
                    128 x 128 lightmap007
                    128 x 128 lightmap006
                    128 x 128 lightmap005
                    128 x 128 lightmap004
                    128 x 128 lightmap003
                    128 x 128 lightmap002
                    128 x 128 lightmap001
                    128 x 128 lightmap000
                    512 x 128 progs/invulner.mdl:frame0_glow
                    512 x 128 progs/invulner.mdl:frame0
                    512 x 128 progs/quaddama.mdl:frame0
                    32 x 32 maps/b_batt1.bsp:batt1top
                    32 x 32 maps/b_batt1.bsp:batt0sid
                    16 x 16 maps/b_batt0.bsp:rockettop
                    32 x 32 maps/b_batt0.bsp:batt0top
                    32 x 32 maps/b_batt0.bsp:batt1sid
                    512 x 256 progs/g_light.mdl:frame0
                    512 x 128 progs/g_nail2.mdl:frame0
                    16 x 16 maps/b_shell1.bsp:rockettop
                    32 x 32 maps/b_shell1.bsp:shot1top_glow
                    32 x 32 maps/b_shell1.bsp:shot1top
                    32 x 32 maps/b_shell1.bsp:shot1sid_glow
                    32 x 32 maps/b_shell1.bsp:shot1sid
                    16 x 16 maps/b_rock0.bsp:rockettop
                    32 x 16 maps/b_rock0.bsp:rock0sid
                    16 x 16 maps/b_shell0.bsp:rockettop
                    32 x 32 maps/b_shell0.bsp:shot0top
                    32 x 32 maps/b_shell0.bsp:shot0sid
                    16 x 16 maps/b_nail0.bsp:rockettop
                    32 x 32 maps/b_nail0.bsp:nail0top
                    32 x 32 maps/b_nail0.bsp:nail0sid
                    16 x 16 maps/b_nail1.bsp:rockettop
                    32 x 32 maps/b_nail1.bsp:nail1top_glow
                    32 x 32 maps/b_nail1.bsp:nail1top
                    32 x 32 maps/b_nail1.bsp:nail1sid_glow
                    32 x 32 maps/b_nail1.bsp:nail1sid
                    16 x 16 maps/b_rock1.bsp:rockettop
                    32 x 16 maps/b_rock1.bsp:rock1sid
                    32 x 32 maps/b_bh10.bsp:med3_0_glow
                    32 x 32 maps/b_bh10.bsp:med3_0
                    32 x 16 maps/b_bh10.bsp:med3_1_glow
                    32 x 16 maps/b_bh10.bsp:med3_1
                    32 x 32 maps/b_bh100.bsp:+2_med100_glow
                    32 x 32 maps/b_bh100.bsp:+2_med100
                    32 x 32 maps/b_bh100.bsp:+1_med100_glow
                    32 x 32 maps/b_bh100.bsp:+1_med100
                    32 x 32 maps/b_bh100.bsp:+0_med100_glow
                    32 x 32 maps/b_bh100.bsp:+0_med100
                    32 x 32 maps/b_bh100.bsp:med100
                    32 x 32 maps/b_bh100.bsp:+3_med100_glow
                    32 x 32 maps/b_bh100.bsp:+3_med100
                    32 x 32 maps/b_bh25.bsp:+3_med25_glow
                    32 x 32 maps/b_bh25.bsp:+3_med25
                    32 x 32 maps/b_bh25.bsp:+2_med25_glow
                    32 x 32 maps/b_bh25.bsp:+2_med25
                    32 x 32 maps/b_bh25.bsp:+1_med25_glow
                    32 x 32 maps/b_bh25.bsp:+1_med25
                    32 x 16 maps/b_bh25.bsp:+1_med25s_glow
                    32 x 16 maps/b_bh25.bsp:+1_med25s
                    32 x 32 maps/b_bh25.bsp:+0_med25_glow
                    32 x 32 maps/b_bh25.bsp:+0_med25
                    32 x 16 maps/b_bh25.bsp:+0_med25s_glow
                    32 x 16 maps/b_bh25.bsp:+0_med25s
                    256 x 256 progs/g_rock2.mdl:frame0
                    64 x 64 progs/s_explod.spr:frame5
                    64 x 64 progs/s_explod.spr:frame4
                    64 x 64 progs/s_explod.spr:frame3
                    64 x 64 progs/s_explod.spr:frame2
                    64 x 64 progs/s_explod.spr:frame1
                    64 x 64 progs/s_explod.spr:frame0
                    16 x 16 progs/s_bubble.spr:frame1
                    16 x 16 progs/s_bubble.spr:frame0
                    32 x 32 maps/dm3.bsp:z_exit_glow
                    32 x 32 maps/dm3.bsp:z_exit
                    16 x 64 maps/dm3.bsp:plat_stem
                    64 x 64 maps/dm3.bsp:plat_top1
                    64 x 16 maps/dm3.bsp:plat_side1
                    64 x 64 maps/dm3.bsp:tele_top
                    256 x 256 maps/dm3.bsp:*teleport_warp (R)
                    64 x 64 maps/dm3.bsp:*teleport
                    64 x 64 maps/dm3.bsp:ground1_7
                    64 x 64 maps/dm3.bsp:sfloor3_2
                    32 x 128 maps/dm3.bsp:tech02_7
                    64 x 64 maps/dm3.bsp:tech01_7
                    16 x 128 maps/dm3.bsp:tech04_4
                    128 x 128 maps/dm3.bsp:tech05_2
                    64 x 64 maps/dm3.bsp:sfloor4_7
                    128 x 128 maps/dm3.bsp:tech06_1
                    64 x 64 maps/dm3.bsp:comp1_8
                    64 x 64 maps/dm3.bsp:comp1_1
                    64 x 64 maps/dm3.bsp:comp1_4
                    64 x 64 maps/dm3.bsp:sfloor4_4_glow
                    64 x 64 maps/dm3.bsp:sfloor4_4
                    64 x 64 maps/dm3.bsp:comp1_7
                    64 x 64 maps/dm3.bsp:comp1_3
                    64 x 64 maps/dm3.bsp:comp1_6_glow
                    64 x 64 maps/dm3.bsp:comp1_6
                    64 x 64 maps/dm3.bsp:comp1_2
                    64 x 64 maps/dm3.bsp:comp1_5
                    32 x 64 maps/dm3.bsp:tlight03_glow
                    32 x 64 maps/dm3.bsp:tlight03
                    64 x 64 maps/dm3.bsp:sfloor4_1
                    128 x 128 maps/dm3.bsp:tech03_2_glow
                    128 x 128 maps/dm3.bsp:tech03_2
                    32 x 32 maps/dm3.bsp:tlight01_glow
                    32 x 32 maps/dm3.bsp:tlight01
                    64 x 64 maps/dm3.bsp:ground1_2
                    32 x 128 maps/dm3.bsp:tlight09
                    64 x 64 maps/dm3.bsp:emetal1_3
                    64 x 64 maps/dm3.bsp:sfloor4_5
                    64 x 64 maps/dm3.bsp:ground1_6
                    64 x 64 maps/dm3.bsp:ecop1_4
                    64 x 64 maps/dm3.bsp:ecop1_6
                    64 x 64 maps/dm3.bsp:tech01_2
                    64 x 64 maps/dm3.bsp:tlight02_glow
                    64 x 64 maps/dm3.bsp:tlight02
                    64 x 64 maps/dm3.bsp:tech01_6
                    256 x 256 maps/dm3.bsp:*water1_warp (R)
                    64 x 64 maps/dm3.bsp:*water1
                    16 x 128 maps/dm3.bsp:tech04_7
                    32 x 128 maps/dm3.bsp:tech02_6
                    128 x 128 maps/dm3.bsp:tech03_1
                    128 x 16 maps/dm3.bsp:tech04_6
                    64 x 64 maps/dm3.bsp:tech01_1
                    64 x 64 maps/dm3.bsp:sfloor4_8
                    128 x 16 maps/dm3.bsp:tech04_1
                    128 x 128 maps/dm3.bsp:sky4_front
                    128 x 128 maps/dm3.bsp:sky4_back
                    16 x 128 maps/dm3.bsp:tech04_8
                    128 x 128 maps/dm3.bsp:tech06_2_glow
                    128 x 128 maps/dm3.bsp:tech06_2
                    128 x 128 maps/dm3.bsp:tech07_1
                    64 x 64 maps/dm3.bsp:tech01_5
                    128 x 128 maps/dm3.bsp:tech05_1
                    16 x 128 maps/dm3.bsp:tech04_3
                    128 x 128 textures/sfloor4_2 (R)
                    64 x 64 maps/dm3.bsp:sfloor1_2
                    128 x 128 maps/dm3.bsp:tech07_2
                    32 x 128 maps/dm3.bsp:tlight08
                    32 x 128 maps/dm3.bsp:tlight07_glow
                    32 x 128 maps/dm3.bsp:tlight07
                    128 x 16 maps/dm3.bsp:tech04_2
                    128 x 16 maps/dm3.bsp:tech04_5
                    128 x 64 progs/invisibl.mdl:frame0
                    256 x 256 progs/g_rock.mdl:frame0
                    256 x 128 progs/armor.mdl:frame2
                    256 x 128 progs/armor.mdl:frame1
                    256 x 128 progs/armor.mdl:frame0
                    256 x 256 progs/g_shot.mdl:frame0
                    512 x 128 progs/g_nail.mdl:frame0
                    256 x 256 progs/h_demon.mdl:frame0
                    512 x 256 progs/demon.mdl:frame0
                    256 x 128 progs/w_spike.mdl:frame0
                    256 x 128 progs/h_wizard.mdl:frame0
                    256 x 256 progs/wizard.mdl:frame0
                    256 x 128 progs/h_ogre.mdl:frame0
                    512 x 256 progs/ogre.mdl:frame0
                    128 x 64 progs/w_g_key.mdl:frame0
                    128 x 64 progs/h_zombie.mdl:frame0
                    256 x 256 progs/zombie.mdl:frame0
                    512 x 256 progs/flame.mdl:frame0_glow
                    512 x 256 progs/flame.mdl:frame0
                    512 x 256 progs/flame2.mdl:frame0_glow
                    512 x 256 progs/flame2.mdl:frame0
                    512 x 256 progs/v_light.mdl:frame0_glow
                    512 x 256 progs/v_light.mdl:frame0
                    128 x 128 progs/zom_gib.mdl:frame0
                    256 x 128 progs/backpack.mdl:frame0
                    128 x 32 progs/s_spike.mdl:frame0
                    128 x 32 progs/spike.mdl:frame0
                    64 x 64 progs/grenade.mdl:frame0_glow
                    64 x 64 progs/grenade.mdl:frame0
                    512 x 256 progs/missile.mdl:frame0_glow
                    512 x 256 progs/missile.mdl:frame0
                    128 x 128 progs/lavaball.mdl:frame0_glow
                    128 x 128 progs/lavaball.mdl:frame0
                    512 x 64 progs/bolt3.mdl:frame0_glow
                    512 x 64 progs/bolt3.mdl:frame0
                    512 x 64 progs/bolt2.mdl:frame0_glow
                    512 x 64 progs/bolt2.mdl:frame0
                    256 x 128 progs/bolt.mdl:frame0_glow
                    256 x 128 progs/bolt.mdl:frame0
                    512 x 256 progs/v_rock2.mdl:frame0_glow
                    512 x 256 progs/v_rock2.mdl:frame0
                    512 x 256 progs/v_nail2.mdl:frame0_glow
                    512 x 256 progs/v_nail2.mdl:frame0
                    512 x 256 progs/v_shot2.mdl:frame0_glow
                    512 x 256 progs/v_shot2.mdl:frame0
                    512 x 256 progs/v_rock.mdl:frame0_glow
                    512 x 256 progs/v_rock.mdl:frame0
                    512 x 256 progs/v_nail.mdl:frame0_glow
                    512 x 256 progs/v_nail.mdl:frame0
                    256 x 256 progs/v_shot.mdl:frame0_glow
                    256 x 256 progs/v_shot.mdl:frame0
                    512 x 256 progs/v_axe.mdl:frame0
                    256 x 128 progs/gib3.mdl:frame0
                    256 x 128 progs/gib2.mdl:frame0
                    128 x 128 progs/gib1.mdl:frame0
                    256 x 128 progs/h_player.mdl:frame0
                    256 x 32 progs/eyes.mdl:frame0
                    512 x 256 progs/player.mdl:frame0_glow
                    512 x 256 progs/player.mdl:frame0
                    512 x 256 gfx/conback.lmp
                    512 x 32 gfx.wad:scorebar
                    512 x 32 gfx.wad:ibar
                    512 x 32 gfx.wad:sbar
                    64 x 64 particle3
                    2 x 2 particle2
                    64 x 64 particle1
                    64 x 64 gfx.wad:backtile
                    128 x 128 gfx.wad:conchars
                    8 x 8 nul
                    8 x 8 ovr
                    8 x 16 ins
                    256 x 256 scrap1
                    256 x 256 scrap0
                    2 x 2 whitetexture
                    2 x 2 nulltexture
                    2 x 2 notexture
                    221 textures 5876836 pixels 22.4 megabytes
                    ]copy

                    Comment


                    • #11
                      Downloading and we'll see what's going on with that.

                      I notice from the texture list that sfloor4_2_glow didn't get loaded because it isn't in the texture list.

                      As soon as it is downloaded, I'll find out why ...
                      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                      Comment


                      • #12
                        Ok ... well you have the .exes from October in there and they are dated October 10 2014.

                        Try deleting those and replacing them with the ones from today.

                        http://quakeone.com/proquake/interim...4c_windows.zip

                        And let me know if that fixes it. I'm hoping it does! I used the current exes and it loads fine.
                        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                        Comment


                        • #13
                          Solved!



                          Mark V last build now renders external fullbright maps for textures, using the same name convention as Darkplaces. Also, TGA textures with alpha channel are rendered with transparency if their names start with "{".

                          Thanks to Baker for the support. Now, let's map.

                          Comment


                          • #14
                            Originally posted by adib View Post
                            Thanks to Baker for the support. Now, let's map.
                            My thanks to you, you got me to debug Mark V December Beta and it is maybe within a week or 2 of being a properly polished engine.

                            I hope you make a great map
                            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                            Comment

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