Titanfall Engine lightmaps #89
Replies: 4 comments 4 replies
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TitanfallFor each
Sample>>> import bsp_tool
>>> from bsp_tool.extensions import lightmaps
>>> lightmaps.save_rbsp_r1(bsp_tool.load_bsp("E:/Mod/Titanfall/maps/mp_colony.bsp"))
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Titanfall 2Titanfall 2 has If the All lightmaps are still
Sample>>> import bsp_tool
>>> from bsp_tool.extensions import lightmaps
>>> lightmaps.save_rbsp_r2(bsp_tool.load_bsp("E:/Mod/Titanfall2/maps/mp_colony02.bsp"))
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Apex LegendsApex Legends lightmaps aren't as well mapped atm Once again, Season 3's lobby probably isn't the best example, but I don't want to push GitHub's upload limits
Sample>>> import bsp_tool
>>> from bsp_tool.extensions import lightmaps
>>> lightmaps.save_rbsp_r5(bsp_tool.load_bsp("E:/Mod/ApexLegends/season3/3dec19/maps/mp_lobby.bsp"))
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RTLRegarding Source-style lighting styles are probably also emulated via I would really like to build a sdk map for lighting & capture video evidence of flicker patterns in Respawn Source |
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The Titanfall Engine utilises Cascading Shadow Maps for dynamic shadows
On most graphics settings you will see dynamic lighting, this is how R5Reloaded devs where able to create "World's Edge After Dark"
(Before Respawn released an official version, many seasons later)
But on lower spec hardware & graphics settings (and possibly also at far distances), the engine still relies on pre-baked lightmaps.
Lightmaps utilise 3 main lumps:
LIGHTMAP_HEADERS
LIGHTMAP_DATA_SKY
LIGHTMAP_DATA_REAL_TIME_LIGHTS
orRTL
LIGHTMAP_DATA_REAL_TIME_LIGHTS_PAGE
also exists, but appears to be empty (used in some memory management trick?)LIGHTMAP_HEADERS
is indexed byMESHES
(renderable.bsp
geo)Each LightmapHeader indexes into both
SKY
&RTL
A series of bytes can be read in with a specific Pixel format to load an uncompressed image (probably fed directly to the GPU)
The format & count vary from game to game, so we'll get into specific examples below.
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