Based on Rebb's work to make the Ambient light run it's own light interaction rather than piggy-back on
the main light interaction, I have made a patch that allows you to add the "cubicLight" token to light material defs
and switch lighting from the standard shaders to a new cubic_light.vfp shader that uses a cubemap as the projection
texture and falloff is done spherically.
This "new" shader (2011) was designed by Sikkpin before doom3world.org met it's demise.
It also has HL2 ambient style cubemap shading which takes an input cubemap and gives the environment
a sort of radiosity approximation based on the values in the input.
The main goals of this beta are:
1) Evaluate the functionality (look for bugs)
2) Evaluate the usefulness of each feature
3) Determine whether the current shader is sufficient or if it needs to be modified
4) Create new Light materials and textures to prepare for this feature
The shader doesn't have the same features that TDM's main interaction includes (Rim lighting, Fresnel, etc)
and instead appears to have been tailored to make the light look as much light HL2 as possible. This means if you
use this light type exclusively, your mission wont look like a normal TDM mission.
Over the course of the beta, I intend to attempt to fix that but I'm no ARB shader expert so no promises.
(If Rebb, SteveL, Revelator, Obsttorte, or JC Denton... etc wish to chime-in I will gladly accept any assistance).
In the absence of any help on the shader front, I still believe that this shader could prove useful paired with our normal lighting
as it would add more realistic light projections from Desk Lamps or could be used as an alternate outdoor ambient.
Here is the download package:
Overwrite your TheDarkMod.exe and gamex86.dll in your darkmod install folder.
Place the glprogs folder in your darkmod install folder.
Place the zzz_ambientcube.pk4 in your darkmod install folder. (This includes materials and cubemap images)
Place the maps folder in your darkmod install directory. (This includes a converted version of Sikkpin's demo map without Doom 3 AI)
Open the console and invoke: map ambientcube.map
You will see the initial area, illuminated by cubemap projected lights.
There is some sort of artifact there. I think it might be z-fighting or brush corruption but I couldn't
fix it by snapping to grid so this is one of the first things to examine.
If you noclip straight up into the sky above this area, you will see the other demo areas with HL2 style
lighting. I have found that spawning AI on the platform in these areas produces strange shadowing.
I suspect that the geometry of these zones is messing with the shadow calculation so I would like
to hear whether the same problem manifests in a map built for TDM.
(Spooks this is it! )