LDAsh@Posted: Mon Jul 07, 2008 12:20 pm :
Blessins upon ye.
I'm having trouble recording demos (playdemo) in Quake 4, some of the shadows disappear from my scenes within the demo. From what I can tell, it removes overlapping shadows altogether, if a surface is needing to share more than one (too many) whatyamacallit "stencil volume" (?) then the stacked shadows don't appear in the demo. Well this sucks because avidemo is the best way to capture ingame footage, with all shadows being an important part of what's happening in the game.
What I'm hoping for is some obscure console command that will fix this (regardless of compile/render time) and someone knows it and will share it with me here and get more me blessins.



AnthonyJa@Posted: Mon Jul 07, 2008 12:36 pm :
If you're using q4max you could/should use avinetdemo, which captures screenshots at at constant rate from a netdemo, and so wont suffer from this issue.

If you feel like coding it yourself, its pretty easy - just call the renderSystem->Screenshot func each frame, and use netTimeDemo to play it back (at a constant rate of si_fps, regardless of your actual framerate).



LDAsh@Posted: Mon Jul 07, 2008 12:20 pm :
Blessins upon ye.
I'm having trouble recording demos (playdemo) in Quake 4, some of the shadows disappear from my scenes within the demo. From what I can tell, it removes overlapping shadows altogether, if a surface is needing to share more than one (too many) whatyamacallit "stencil volume" (?) then the stacked shadows don't appear in the demo. Well this sucks because avidemo is the best way to capture ingame footage, with all shadows being an important part of what's happening in the game.
What I'm hoping for is some obscure console command that will fix this (regardless of compile/render time) and someone knows it and will share it with me here and get more me blessins.



AnthonyJa@Posted: Mon Jul 07, 2008 12:36 pm :
If you're using q4max you could/should use avinetdemo, which captures screenshots at at constant rate from a netdemo, and so wont suffer from this issue.

If you feel like coding it yourself, its pretty easy - just call the renderSystem->Screenshot func each frame, and use netTimeDemo to play it back (at a constant rate of si_fps, regardless of your actual framerate).



LDAsh@Posted: Mon Jul 07, 2008 12:20 pm :
Blessins upon ye.
I'm having trouble recording demos (playdemo) in Quake 4, some of the shadows disappear from my scenes within the demo. From what I can tell, it removes overlapping shadows altogether, if a surface is needing to share more than one (too many) whatyamacallit "stencil volume" (?) then the stacked shadows don't appear in the demo. Well this sucks because avidemo is the best way to capture ingame footage, with all shadows being an important part of what's happening in the game.
What I'm hoping for is some obscure console command that will fix this (regardless of compile/render time) and someone knows it and will share it with me here and get more me blessins.



AnthonyJa@Posted: Mon Jul 07, 2008 12:36 pm :
If you're using q4max you could/should use avinetdemo, which captures screenshots at at constant rate from a netdemo, and so wont suffer from this issue.

If you feel like coding it yourself, its pretty easy - just call the renderSystem->Screenshot func each frame, and use netTimeDemo to play it back (at a constant rate of si_fps, regardless of your actual framerate).