Post

Half-Life RTX WIP. Replaced fake reflection texture by truly PBR material. With normal smooth. Note: point lights are still roughly sampled, don't pay attention, it be fixed in future.

(Edited)
alyxpog3
metrochuckel1
GSarge
GSarge
Feb 24, 2023

omg

kimilil
kimilil
Aug 17, 2022

this is sick! how does your renderer know where the light sources are from? do they read the texlights from the rad file or something?

NightFox
NightFox
Aug 17, 2022

1. Basis lights.rad (aka valve.rad) from the worldcraft/hammer editor package or HLSDK. Some stuff from hl_lights.rad by Hezus. The lights.rad have been significantly redesigned. 2. c0a0.rad, c0a0d.rad from HLSDK. 3. Others was mined by me manually by debugging through bspguy+eye3 color picker and recompile and recompile qrad. 4. Point lights are stored in the maps. 5. Some (point/surface) light are removed or redesigned through a patch system. Native lighting used pretty heavily hacks, not everything is suitable for real-time lighting. But I make a system so that rad and patches exist independently of each other and if you want native lighting then you can just remove the patches. github.com/w23/xash3d-fwgs/tree/… It is still not full ready and there are some flaws. In addition, the patches will adjusted in places to PBR materials because metallic materials behave differently than ordinary textures under lighting.