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Suggestion for Glidos :)

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First post, by Tombcool

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Hello all! I just had a suggestion for Glidos that might be of interest. I think it would be cool if there was Per Pixel Lighting like in the graphic update mod for Quake 2 called "Quake 2 Evolved" for Tomb Raider. You know with bumpmapping, reflections, realistic lighting. 😁

Well that is just my suggestion. 😁

Reply 1 of 11, by Kaminari

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Hi TombCool,

The suggestion has been brought up recently. To quote Paul himself:

Glidos wrote:

I don't think I can support bump mapping in Glidos. Bump mapping responds to the viewing directions and lighting, which is all at a higher level than Glide deals with.

Reply 2 of 11, by Guest

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Ah, I get it now, well I wonder if it is even possible to do that... 😅

Reply 3 of 11, by Glidos

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Actually I'm starting to wonder whether it might be possible. Would have to be a lighting direction fixed with respect to the viewing direction, but maybe it would be possible.

Reply 4 of 11, by Kaminari

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Reply 5 of 11, by Guest

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I think it is, maybe if you got a team you could do it, they did with Quake 2. 😁

Or maybe make Glidos a community project to help too. 😁

Reply 6 of 11, by Tombcool

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This is what I mean (click pic to make bigger):

Quake 2 (with Per Pixel Lighting):
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Reply 7 of 11, by noname

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Wouldn't that require redoing the lighting in all the TR levels? Or would there be a way for Glidos to change the lighting into per pixel lighting?

Reply 8 of 11, by Glidos

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There are a whole load of things you can do if you have the source of the game. All Glidos can do is process the Glide commands. At the Glide stage the position of lights is already accounted for and not derivable from the commands. You don't even get the 3D position of the objects, although it may be possible to work back to it to some degree.

Reply 9 of 11, by noname

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How much work would it take to work back and get the 3D position?

Reply 10 of 11, by Glidos

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Its not so much the amount of work. Its unclear that sufficient info can be derived at all. To generate reasonable lighting effects, we would need to work out how the polygons collect aroung each vertex, and calculate the vertex normals.

Doing this sort of thing at the driver level is many times harder than in the source of a game.

Reply 11 of 11, by noname

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Then is it possible for Glidos to get into the source of the game?