Let There Be Lightmaps

Monday, 30th July 2007

Original post by Ravuya
Eventually I gave up on my mod (double shotguns).

Heh, you might like the Killer Quake Pack. grin.gif

I've added some primitive parsing and have now loaded the string table, instructions, functions and definitions from progs.dat but can't do a lot with them until I work out what the instructions are. Quake offers some predefined functions as well (quite a lot of them) so that'll require quite a lot of porting.

Original post by Evil Steve
I seem to recall that the original Quake used "Truebright" colours (Which were either the first or last 16 colours in the palette), and these colours weren't affected by lighting. How the rendering was done, I've no idea.

I haven't looked at the data structures so could be making this up entirely: Quake does lighting using a colour map (a 2D structure with colour on one axis and brightness on the other). I'm assuming, therefore, that for the fullbright colours they map to the same colour for all brightnesses, rather than fade to black.

How could you simulate that? I guess that the quickest and dirtiest method would be to load each texture twice, once with the standard palette and once with the palette adjusted for the darkest brightness and use that as a luma texture. I believe Scet did some interesting and clever things with pixel shaders for DOOM, but that would end up playing merry Hell with 24-bit truecolour external textures.

I might make a Quake clone as my next random side project / engine code test actually. I like doing cool low level stuff like this.

Aye, it's fun. smile.gif



I think I've cracked those blasted lightmaps.

2007.07.27.06.jpg   2007.07.29.01.jpg

The lightmaps are small greyscale textures applied to faces to provide high-quality lighting effects with a very small performance overhead. Most of the visible faces have a lightmap.

They are stored in the BSP file. Extracting them has been a little awkward, not helped by a very stupid mistake I made.

Each face has a pointer to its lightmap. To get a meaningful texture out of the BSP we also need to know its width and height, which are based on the bounds of the face's vertices.

However, a lightmap is a 2D texture, and a face occupies three dimensional space. We need to scrap an axis!

Each face is associated with a plane. Each plane has a value which indicates which axis it closest lies orthogonal to. I could use this property to pick the component to discard!

This didn't work too well. Most of the textures were scrambled, and most of them were the same width. This should have rung warning bells, but I ignored this and moved on to other things. The problem was that each face (made up of edges) specifies which of the level's global list of edges comes first, and how many edges it uses (edges are stored consecutively).

// My code looked a bit like this:
for (int i = 0; i < Face.EdgeCount; ++i) {
    Edge = level.Edges[i];
    //
}

// It should have looked like this:
for (int i = 0; i < Face.EdgeCount; ++i) {
    Edge = level.Edges[i + Face.FirstEdge];
    //
}

With that all in position, sane lightmap textures appear as if by magic!

2007.07.27.01.jpg

The textures aren't really orientated very well. Some are mirrored, some are rotated - and the textures of some are still clearly the wrong width and height. This 3D-to-2D conversion isn't working very well.

Each face references some texture information, including two vectors denoting the horizontal and vertical axes for aligning the texture. This information can surely also be used to align the lightmaps correctly (where 2D.X = Vector2.Dot(3D, Horizontal), 2D.Y = Vector2.Dot(3D, Vertical))?

2007.07.27.02.jpg

I now draw these textures after the main textures and before the luma textures.

2007.07.27.04.jpg
2007.07.27.05.jpg

Problem: There are typically > 4000 lightmap textures. Rendering all of the lightmaps drops the > 200FPS framerate down to about 35FPS. This isn't great!

Coupling this problem with the other problem that drawing non-world BSP objects (such as ammo crates) isn't very practical at the moment gives me a good excuse to write a new renderer.

Quake uses a BSP tree to speed up rendering. Each leaf has a compressed visibility list attached to it, indicating which other leaves are visible from that one. Each leaf also contains information about which faces are inside it, and so by working out which leaf the camera is in you can easily get a list of which faces are available.

/// <summary>Gets the leaf that contains a particular position.</summary>
/// <param name="position">The position to find a leaf for.</param>
/// <returns>The containing leaf.</returns>
public Node.Leaf GetLeafFromPosition(Vector3 position) {
	// Start from the model's root node:
	Node SearchCamera = this.RootNode;
	for (; ; ) {
		// Are we in front of or behind the partition plane?
		if (Vector3.Dot(SearchCamera.Partition.Normal, position) > SearchCamera.Partition.D) {
			// We're in front of the partition plane.
			if (SearchCamera.FrontLeaf != null) {
				return SearchCamera.FrontLeaf;
			} else {
				SearchCamera = SearchCamera.FrontNode;
			}
		} else {
			// We're behind the partition plane.
			if (SearchCamera.BackLeaf != null) {
				return SearchCamera.BackLeaf;
			} else {
				SearchCamera = SearchCamera.BackNode;
			}
		}
	}
}

The following three screenshots show a wireframe view of going around a sharp corner using the visibility list information from the level's BSP file.

2007.07.29.04.jpg   2007.07.29.05.jpg   2007.07.29.06.jpg

Another fix in the new renderer is the correction of faces that don't have a lightmap texture. Some faces - such as those which are completely dark, or the faces used for the sky texture - don't have such information, and are currently rendered at full brightness.

2007.07.29.07.jpg     2007.07.29.08.jpg
Before and after the fix

If the renderer encounters a lightmap-less face, it enables lighting, sets the ambient light to the face's brightness level, draws the face, then disables lighting again. As you can see from the screenshots this looks a lot better. smile.gif

The new renderer not only renders the levels using the BSP tree - it also breaks them down into individual models. A level file contains multiple models. The first model is the main level architecture. Other models form parts of the level that can be moved.

2007.07.29.09.jpg   2007.07.29.10.jpg   2007.07.29.11.jpg
Models 0, 1 and 2 of The Slipgate Complex

Having multiple BSP renderer objects means that I can now render the ammo boxes and health packs.

2007.07.29.12.jpg
maps/b_bh25.bsp

I'm not sure what advantage there is to using BSP models instead of Alias models for these items.

2007.07.29.13.jpg
Place of Two Deaths has a Place of Two Medikits

High-Resolution/Luma Textures and Monsters

Thursday, 26th July 2007

Original post by Evil Steve
Yup, I've done soem QuakeC modding before. The progs.dat is basically all the game code, and quake.exe is all the engine code. if you can load progs.dat properly, you should be able to get behaviour exactly like the original Quake.
Progs.dat is responsible for all monster types AI, and I think you're right about triggers and bridges and stuff.

Ah, makes sense! According to the Unofficial Quake Specs it's p-code, which at least makes parsing easier. Working out which opcodes do what will (I assume) require a perusal of the Quake/QuakeC compiler source.



One quick and dirty way to (possibly) improve Quake's elderly graphics is to use a modern texture pack, which provides high-resolution reinterpretations of Quake's own offerings.

Personally, I'm not too keen on these packs - high-resolution textures on low-poly structures emphasises their sharp edges, and texture alignment issues - Quake's textures are aligned pretty badly in places - are made even more obvious. In the same vein, low-resolution textures look very bad to me when magnified using a smoothing filter - I'd much rather see chunky pixels.

Anyway, adding support for them is very simple. When loading textures from the BSP, I simply check to see if a file textures/texturename.tga is available, and if so load that instead.

2007.07.25.01.jpg   2007.07.25.02.jpg

The Slipgate Complex with the original and high-resolution textures.

One advantage of these high resolution texture packs are their luma variations. These are available for certain textures that need to 'glow', such as lights, computer displays or runes. These are mostly black textures with the only the part that lights up drawn.

I draw the world geometry twice. The first time I draw it normally. The second time I disable lighting and fog, enable alpha blending, use an additive blend function and the luma textures instead of the regular textures.

2007.07.25.03.jpg   2007.07.25.04.jpg

The Abandoned Base before and after the addition of luma textures.

Quake's maps have limited support for animated textures. If the texture is named +0xyz (where xyz is the descriptive name of the texture) then chances there's a +1xyz, +2xyz (and so on) texture to go with it. Once a level's textures have been loaded, I go through looking for any names starting with +0. From this I can search for the indices of its other frames.

Texture2D OldFirstWall = this.WallTextures[ATD.TextureIds[0]];
Texture2D OldFirstLuma = this.LumaTextures[ATD.TextureIds[0]];
for (int i = 0; i < ATD.TextureIds.Length - 1; ++i) {
	this.WallTextures[ATD.TextureIds[i]] = this.WallTextures[ATD.TextureIds[i + 1]];
	this.LumaTextures[ATD.TextureIds[i]] = this.LumaTextures[ATD.TextureIds[i + 1]];
}
this.WallTextures[ATD.TextureIds[ATD.TextureIds.Length - 1]] = OldFirstWall;
this.LumaTextures[ATD.TextureIds[ATD.TextureIds.Length - 1]] = OldFirstLuma;

Once I've collected up the indices of each animated texture's frames, I simply rotate them using the code above.

2007.07.25.05.gif

The levels do look rather lonely without the various monsters patrolling them. This can be remedied by parsing the entities lump. In the true brute-force tradition, the models are loaded once (at startup), but to render them I just loop through the entire entities block (which contains many irrelevant entities) hunting for types referencing a model - if so, I pull out their angle and offset and render the model at the specified position.

2007.07.25.06.jpg   2007.07.25.07.jpg   2007.07.25.08.jpg

Most of the items spread out throughout the level - powerups, weapons and armour - are represented by Alias models, so adding support for those is easy enough:

2007.07.25.09.jpg   2007.07.25.10.jpg

Some of the other items - such as ammo crates - are represented by BSP models, so are currently not supported.

Models

Wednesday, 25th July 2007

Original post by Evil Steve
Do you intend to parse the progs.dat file (I think that's what it was called) - the QuakeC compiled code? I've no idea what's actually involved in that, however...

I'm not sure either (I haven't looked into it). As the source code for Quake and the QuakeC compiler have been released I might be able to do something. I have a hunch that said code is responsible for level events (switches, bridges, lifts, doors and so on) so it would seem pretty important.

Original post by Scet
You might want to check the version of your BSP files versus the one used in the Unofficial Quake Specs.

...

Also here's some API independent code for loading Quake MDL models.

So far I've had one minor problem that was resolved with a hex editor (something simple like a short becoming an int or vice-versa). I'll take a look at your MDL code - thank you! smile.gif



I've made progress with the Alias model loader and written a ModelRenderer class to go with it.

2007.07.24.03.jpg   2007.07.24.04.jpg
zombie.mdl before and after texturing support.

Animation isn't handled very well just yet - the frames aren't grouped by action (such as the 'attack' animation, 'walk' animation and so on) and the Draw call just takes a frame number.

2007.07.24.05.gif

It'll do for the moment as a test. smile.gif

I'm still having problems with textures not wrapping correctly.

2007.07.24.02.jpg

As you can see the texture above the hand is distorted. I was pointed in the direction of a solution via the texture wrapping options, and have added these lines:

graphics.GraphicsDevice.SamplerStates[0].AddressU = TextureAddressMode.Wrap;
graphics.GraphicsDevice.SamplerStates[0].AddressV = TextureAddressMode.Wrap;

This, unfortunately, hasn't helped. Experimentation has shown that this does change something, and by using the TextureAddressMode.Mirror I get the following -

2007.07.24.01.jpg
Note the orientation of the red symbols

I still can't get decent looking light maps out of the level - they all have the "diagonal stripes" effect that usually is caused by an erroneous width. I think I'll have to start trawling through Quake's source code.

Custom Levels and Model Skins

Tuesday, 24th July 2007

Original Post by Scet
Do you plan on making anything out of it, or will it just be a bsp viewer?

An XNA Quake implementation the way I intend on working - that is, to start from scratch - is not really worth it (as far as getting the gameplay 100% identical to DOS Quake).

As a learning project, there's a decent quantity of further material (as far as maps, high-resolution textures and so on go), and I intend on trying to learn how to write a 'FPS-friendly' 3D engine based around Quake's data. Whether I shoehorn some sort of game into that or not is yet to be decided. smile.gif

Anyhow, I mentioned that I'd be moving on to light maps. Unfortunately the documentation I have is rather vague on this topic (the Unofficial Quake Specs), and I can't get meaningful data out of the BSP files.

2007.07.23.01.jpg

I had a slight issue to resolve. Certain textures were appearing as a single colour, like the above. As far as I know this is a symptom of using crazy texture coordinates. I wrote a crude routine that attempts to shunt vertices into the 0..1 range, and the result looks a bit better:

2007.07.23.02.jpg

As you can see, the top edge of the large texture is still badly distorted.

I modified the resource loader slightly to handle loading files outside the main pack files.

2007.07.23.03.jpg
2007.07.23.04.jpg

The result is that I can low load resource files - such as external levels - as you would any other resource, with a call to LoadResource<Data.Level>("maps/ikspq5.bsp"). The level loader also parses the entity declaration block inside the .bsp, putting the player in the correct starting place and - more noticably in the screenshots - finding out the title of the level.

2007.07.23.05.jpg

I've made a start at loading the Alias .mdl files, but their structure is rather convoluted so the only visible result thus far is a dump of all of the skin pictures.

2007.07.23.06.jpg

There doesn't seem to be much information about Quake BSPs (plenty on Quake 3 BSPs, however!) so if anyone has any recommendations I'd be grateful. Looking at flipcode's article on Quake 2 BSPs it would appear that they're not too different, so I'll have a go with that.

XNA Quake

Thursday, 19th July 2007

After pratting around with DOOM with MDX, it's logical to move up to Quake with XNA. After all, the levels are "true" 3D, and there's a healthy amount of new textures (including bump and gloss maps) so that it would make creating an advanced engine easier. My problem is always finding resources.

On the subject of resources, I'm using a system whereby the various classes for game resources (such as the Level or Model class) can implement ResourceLoader.ILoadable<T>, so I can do things like this:

ResourceLoader = new ResourceLoader(@"C:\Program Files\Quake\ID1");

Palette DefaultPalette = ResourceLoader.Load<Palette>("gfx/palette.lmp");
Level SomeLevel = ResourceLoader.Load<Level>("maps/start.bsp");

This way the ResourceLoader can handle dragging data out of multiple pack (.pak) files or loading override files.

First things first - loading levels. This is nice and easy (unlike DOOM) - the .bsp files contain a list of vertices and a list of edges (each edge contains a start and end vertex index). For testing purposes, I used the Graphics class to draw out each level in 2D:

start_blueprint.png

Next up, I create a point list and render those in 3D:

points.jpg

...and now the edges as a line list:

wireframe_on_side.jpg

That seems to be on its side. Quake uses (x, y) as a 2D floor plan and z for height, so I need to swap z and y (and negate y whilst we're at it).

wireframe_correct.jpg

Quake uses faces for solid walls, which are simply convex polygons made up from lists of the aforementioned edges (and may have more than three sides). I'm creating a simple triangle list, and applying some fog to make the world look 3D (there's no lighting):

triangles_1.jpg   triangles_2.jpg

Texturing would make a welcome addition. Quake uses a rather novel texture coordinate system (at least, I've never seen anything quite like it) whereby each face references a TextureInfo structure, which contains the index of the texture itself, a pair of vectors indicating the horizontal and vertical axis (for aligning the texture against the surface of the face) and an offset in texels (so the texture can be aligned to the edges of the face). Fortunately, the BSP documentation I have indicates how to use this information to calculate the texture offset per-vertex, and by dividing by the texture's width and height I can get "conventional" texture coordinates.

texture_checkboard.jpg

The real Quake textures would be nice, I suppose. As I break up the faces into triangle indices, I group them by texture index. The final triangle list is made up of groups of triangles by texture, so that (for example) triangles 0 to 10 will be texture 0, triangles 11 to 14 will be texture 1, triangle 15 will be texture 2 and so on. I also maintain a list of which triangles use which texture, so to render I simply set the texture, draw a range of triangles from the single list, then move on to the next texture.

textured_3.jpg   textured_4.jpg

textured_5.jpg   textured_6.jpg

It's all pretty brute-force stuff at the moment, but it's still very fast on modern hardware. Next up will be lightmaps. smile.gif

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