Alright, I just merged this submission so the next QZDoom devbuild can have additional people test this.
I will say though, MD3s have sometimes had weird normal behaviors when exporting from Blender.
Directional contrast (models and optionally the world)
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Re: Directional contrast (models and optionally the world)
Misfit Model 3D also can produce broken normals. Its continuation Maveric Model 3D improves on this. And there is always the old program Npherno's MD3 compiler which does a very good job of fixing normals too.Major Cooke wrote:I will say though, MD3s have sometimes had weird normal behaviors when exporting from Blender.
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Re: Directional contrast (models and optionally the world)
I hope to have fixed those sorts of issues with my rewritten Blender MD3 exporter plugin.Enjay wrote:Misfit Model 3D also can produce broken normals. Its continuation Maveric Model 3D improves on this. And there is always the old program Npherno's MD3 compiler which does a very good job of fixing normals too.Major Cooke wrote:I will say though, MD3s have sometimes had weird normal behaviors when exporting from Blender.
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Re: Directional contrast (models and optionally the world)
Just a heads up I get warnings when compiling.
Just in case you wanted to know.
Code: Select all
2>c:\games\doom 2\qzsource\src\scripting\vmthunks.cpp(2671): warning C4244: 'argument': conversion from 'double' to 'vec_t', possible loss of data
2> with
2> [
2> vec_t=float
2> ]
2>c:\games\doom 2\qzsource\src\scripting\vmthunks.cpp(2671): warning C4244: 'argument': conversion from 'vec_t' to 'vec_t', possible loss of data
2> with
2> [
2> vec_t=double
2> ]
2> and
2> [
2> vec_t=float
2> ]
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Re: Directional contrast (models and optionally the world)
Those warnings aren't part of the changes in this branch.
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Re: Directional contrast (models and optionally the world)
AH right, forgot to mention.
But then again it might be because I'm using VS2017.
Code: Select all
static void SetDirectionalContrast(FLevelLocals* self, double x, double y, double z, double w)
{
// normalize the vector
DVector3 dlv = DVector3(x, y, z);
dlv.MakeUnit();
self->directionalContrast = FVector4(dlv.X, dlv.Y, dlv.Z, w); //<------------------------------------
}
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Re: Directional contrast (models and optionally the world)
I absolutely love this, however it seems it doesn't work under OpenGL
I also have some problems regarding the Skybox (Skybox actor is in a different sector, I don't know if it's instead user error) where it will be darker when combined with line horizon: https://media.discordapp.net/attachment ... height=376
Would it be somehow possible to specify some textures to not get affected by the contrast?
I also have some problems regarding the Skybox (Skybox actor is in a different sector, I don't know if it's instead user error) where it will be darker when combined with line horizon: https://media.discordapp.net/attachment ... height=376
Would it be somehow possible to specify some textures to not get affected by the contrast?
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Re: Directional contrast (models and optionally the world)
For the skybox, tag the sector as a skybox sector.
I will take a look at OpenGL and compile warnings this weekend.
Per texture setting, I have no promises. Will see how complicated it is at a later date.
I will take a look at OpenGL and compile warnings this weekend.
Per texture setting, I have no promises. Will see how complicated it is at a later date.
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Re: Directional contrast (models and optionally the world)
I simply do not have time for this in the short term, therefore I'm requesting this to be closed for the time being, to prevent people from prematurely using this feature.
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Re: Directional contrast (models and optionally the world)
It's already in QZDoom though.