IRC logs of Libera.Chat #BZFlag for Sunday, 2023-12-03

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Juestcan maps add lights?00:48
ZehraThanks Tupone!00:50
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SpringTankLights? No. But you can use textures that give the illusion of lights.03:32
SpringTankI think the best example would be rats nest03:32
ZehraYou can give the illusion of "illumination", but it's not the same thing. The effect is not as impressive, especially in 2023...03:36
ZehraProper lights would make lanterns, lamps..etc are the more visually impressive.03:37
ZehraEspecially if you use high def high poly models in drawInfo.03:37
ZehraCome to think of it... there is a lot of relatively minor effects on their own, which would be impressive as a collection.03:38
ZehraZones which provide audio upon entering/leaving them, various lights which illuminate the surrounding textures and ground, put them into a really good map... it becomes more impressive.03:39
ZehraIt's a small thing IMO that has a major enhanced effect, similar to how team's and team switching can provide useful indication/status.03:41
ZehraSame line of thought, but different techniques/technologies: https://forums.bzflag.org/viewtopic.php?t=2070103:42
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SpringTankYou could probably get away of baking a lightmap into their own textures that can then be overlayed onto the whole map using drawinfo.03:58
ZehraTrue, but it is more complicated to do so. Additionally it is a decent suggestion, but it isn't a good argument. (Almost anything can be sort of simulated in terms of basic concepts within a limited framework.)04:06
SpringTankYeah, would rather it be built-in.04:07
SpringTankAt the very least it could be scripted or written in C/C++ to automate it.04:07
SpringTankOr import the map into something like blender, add lights where you want them, and then do something to export the light map.04:08
ZehraFrozen PZ shots were used as lights in one map. We didn't see anything expand further in terms of proper lighting after that.04:10
ZehraEven though using shots for lights is a bit of a neat and cheap trick, it has its own limitations too.04:11
ZehraRelating to map editing and features: Prefabs and some form of basic scripting for bzw would help.04:12
ZehraOr at least some tool/utility with that capacity.04:12
ZehraIn theory you could get some decent stuff: Open map -> select items as prefabs -> import prefabs into editor -> add lighting to prefabs -> script to appear in xyz conditions -> add to map section04:14
ZehraExample: import tree from map, add some lights and modify as a prefab -> add lighting effects -> set to appear around buildings -> now xyz map is christmas themed04:15
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tuponeImplementation of groundReceiver to make shot lightup is only for ground.08:49
tuponeFor other surface (not ground) is a per vertex lighting08:50
tuponeOnly using the more powerfull lights08:51
tuponeIn my branch I did per pixel lighting using shader08:51
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BZNotify2.4 @ bzflag: atupone pushed 1 commit (https://github.com/BZFlag-Dev/bzflag/compare/2ef92f24fac0...f7fa1df64208):13:28
BZNotify2.4 @ bzflag: atupone f7fa1d: EnhancedHUDMarker setting  of alpha channel is ignored (https://github.com/BZFlag-Dev/bzflag/commit/f7fa1df6420899e5e8a456ca041d7914513a44f1)13:28
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macsformewe also do some automatic tessellation of faces (at least box walls, possibly more) to increase the density of vertices for per-vertex lighting when shots are close17:55
macsformelights can be baked, but that requires textures to be unwrapped, which doesn't lend itself well to automation... any effort into such engine changes might as well be invested in per-pixel lighting as mentioned earlier18:04
Juesthow about using normal textures?19:19
Juestas in bumpmapping19:19
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macsformeyes, the shader pipeline affords many enhancements such as normal maps... actual bump mapping (with occlusion) is more challenging I believe but also possible... I think trepan had a Lua shader demo with bump mapping at one point21:22
macsformethe bigger issue is a lack of texture artists, unless we were to use off-the-shelf assets21:24
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