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normal/specular maps broken with latest opengl2 renderer #369
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So I think I've figured it out, it turns out people would rather have the fake specular reflections from the deluxe map/lightgrid (removed in e5aabda ) than the cubemap reflections. I'll figure out a fix. |
Ok well im not sure what that means exactly... All I know is that it looked alot better before the change, than it does now. Of course, if there is a new/different method of accomplishing the same look in the newest version of the renderer, by all means enlighten me, as im stumped :P |
The short explanation is the lighting you think is broken is actually cubemap reflections rather than specular brightness. Cubemap reflections are more accurate. |
I see. Well it may be technically be more accurate, but damn, it looks like ass lol. Is it possible to disable it then? I mean I've tried disabling cube mapping but it looks no different. |
@megatog615 I don't think AndehX only 'thinks' the lighting is broken, because the current specular stage really looks ugly, and to me there is not really an effect I would call 'specular', it looks more than some pixels (the inverted ones from alpha channel) are barely brighter than the rest of the texture. @SmileTheory Probably AndehX and I did something completely wrong (I tried the shader he is using), but I can't see any chance to get good results. So assuming AndehX and I missed something, and cubemap reflections are more accurate, how to 'enable' them. If the cubemap reflections are 'better' than it is very likely people will use them, but how should they like to use them, when they don't know how? |
Right, I had a chance to test a map that properly utilises cubemapping and I must say, it does look impressive. |
I think that for the best, in the case of old maps, they should look at least what they're supposed to look like in the retail release. As for modified content, I recommend you adjust the materials to better suit the cubemapping scheme. What mod are you using to have the higher-res textures like that? If it's your in-house mod I'd like to help you out in that department. |
Yeah I actually don't mind using cubemapping and adjusting my content to better work with it. I first need it to not affect the original maps though, otherwise it's pointless having it turned on. |
Quick rundown of a few things I’ve noticed are messed up:
When r_ForceSun is enabled, real time model shadows are shown. This causes the players shadow to render over the 1st person weapon models, thus completely hiding the specular maps. Standing in “sunlight” and looking directly up moves the shadow away and shows the specular maps again.
Specular maps don’t seem to show any shininess anymore, unless you're looking directly up at the "sun". Not much more I can say on that. Rolling back to an earlier OpenGL2 build from 2015, instantly correct this issue. See pics below.
I've tried all sorts of different mtr entries and values, but nothing seems to have any kind of positive effect.
I have no coding experience, so I wouldn't know how to go about fixing this, but even if we could roll back to the old method of rendering normal/spec maps, that would be fine imo.
Latest opengl2 renderer:

Older (2015) opengl2 renderer:

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