Half Life Shaders to JME proposal

Hi! What about implementing Half Life 2 shaders to JME3? Just have a read this pdf.


As for me… I just studying OpenGL, so i’m not be able to write these shaders with my skills of programming. But! I can make needed models and a scene, cubemaps, baked normal maps, all needed textures in good quality. If someone would like to implement/make these shaders into JME3, so i’m ready to help as an artist!

I think this will be cool for JME project. We will be able to make environments like in half life 2 or left 4 dead 2. Just assign a shader and run your scene! :stuck_out_tongue:

Ambient cubemap lighting another way:



Another important thing about deferred shading:



We’ll probably do deferred shading at some point in jME3.

I doubt we are gonna use radiosity though, it will be more like the third link about deferred shading with SSAO and shadow mapping.

But…jME can’t implement every kind of rendering there is in the game industry. For now we use forward rendering and post process filters.

But deferred rendering can be a lot faster when there are several lights in a scene. That’s why we are going to implement a way of doing it.

But if you want “The same thing i’ve seen in this game”, you’ll have to dive in it yourself ;).

And by the way this kind of exercise is the best way to study OpenGL.

Actually the longer you work with the source engine the more you get a felling of the lighting sucks anyway here.

While it is perfectly possible to do nice lighting, for fine tuning you have to recompile the map, wich can be up to 1 hour, if you have lots of large open spaces(Bsp is just not good at this).

You could generate Radiosity lightmaps in 3dsmax or blender though if you know where you want to place your models.

NO NO NO NO!!! radiosity map is based on CUBEMAP. JUST CUBEMAP LIGHTING!!! this is not baking, as i understand…

Am I wrong?

Then you understood it wrong(I made several maps for that engine, I know what I mean).

Radiosity Lighting. World geometry is lit with radiosity lighting stored in light maps or per vertex to provide immersive environments. Light maps encode directional information so that lighting combines naturally with bump maps, resulting in more accurate lighting of local surface detail, including self-shadowing. Radiosity is computed using a distributed radiosity solver (vrad) which can be deployed across your local network for rapid iteration on world lighting.



ok, i get you. i was wrong… but all other things we can implement.