Search found 13 matches
- Mon Mar 16, 2009 2:27 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3162386
Re: Screenshots
That's why they're PNG, lol. They don't take long to load for me and I have a pretty slow DSL line...
- Mon Mar 16, 2009 1:45 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3162386
Re: Screenshots
Here's a (direct) port of Ingar's "Gaelish" to the XreaL engine using the eX texture set: [lvlshot]http://odin.mercenariesguild.net/xreal/base/screenshots/xreal-20090315-202145-000.png[/lvlshot] [lvlshot]http://odin.mercenariesguild.net/xreal/base/screenshots/xreal-20090315-202157-000.png[...
- Sat Nov 01, 2008 5:25 am
- Forum: ID Tech
- Topic: Need help with a shader...
- Replies: 0
- Views: 1308
Need help with a shader...
Here's my example shader(used many times): shaderpath { { map texturemappath rgbGen lightingDiffuse } { // enable specular lighting map $whiteimage rgbGen lightingDiffuse blendFunc GL_DST_COLOR GL_SRC_ALPHA detail alphaGen lightingSpecular } } Obviously I don't want two rgbGen lightingDiffuse functi...
- Thu Oct 16, 2008 7:27 pm
- Forum: ID Tech
- Topic: Lightgrid-lit Doors?
- Replies: 3
- Views: 2048
Re: Lightgrid-lit Doors?
Well, are you talking about the code in ET or something actually possible with shaders/map techniques?
- Fri Oct 03, 2008 3:52 am
- Forum: ID Tech
- Topic: Lightgrid-lit Doors?
- Replies: 3
- Views: 2048
Lightgrid-lit Doors?
Is it possible to get a door to use rgbGen lightingDiffuse in its shaders to be lightgrid-lit for correct lighting when they open/close? Any time I try rgbGen lightingDiffuse on a world surface it ends up being completely black, or working only sometimes.
- Wed Sep 24, 2008 6:18 am
- Forum: Quake III Arena & Quake Live Discussion
- Topic: Ioquake raytracing patch new Version!
- Replies: 1
- Views: 1729
Re: Ioquake raytracing patch new Version!
It looks like the patch is malformed at line 2219.
- Thu Sep 18, 2008 9:03 pm
- Forum: ID Tech
- Topic: Simulated Bump-Mapping?
- Replies: 11
- Views: 6402
Re: Simulated Bump-Mapping?
Well I have been experimenting with alphaGen lightingSpecular and thought maybe it was possible to map a bumpmap texture and use lightingSpecular to cause it to look bumpmapped when it really isn't. Hence the "fake," since Q3A can't do per-pixel lighting.
- Thu Sep 18, 2008 5:23 am
- Forum: ID Tech
- Topic: Simulated Bump-Mapping?
- Replies: 11
- Views: 6402
Simulated Bump-Mapping?
Is it possible to fake bump/normal mapping with specular light and and a bump/normal map? You'd probably have to create one heck of a shader but is it possible?
- Sun Apr 27, 2008 4:27 pm
- Forum: Quake III Arena & Quake Live Discussion
- Topic: IOQUAKE 3 Raytracing Patch (Released)
- Replies: 17
- Views: 42729
Re: IOQUAKE 3 Raytracing Patch (Released)
I wouldn't think so, the files that are failing are unmodified in the patch.
- Sat Apr 26, 2008 3:15 pm
- Forum: Quake III Arena & Quake Live Discussion
- Topic: IOQUAKE 3 Raytracing Patch (Released)
- Replies: 17
- Views: 42729
Re: IOQUAKE 3 Raytracing Patch (Released)
In file included from src/renderer/tr_rtshaders.cpp:236: /usr/local/include/llvm/User.h: In member function ‘llvm::ReturnInst* llvm::LLVMBuilder::CreateRetVoid()’: /usr/local/include/llvm/User.h:28: error: ‘static void* llvm::User::operator new(size_t)’ is private /usr/local/include/llvm/Support/LL...
- Fri Apr 25, 2008 11:00 pm
- Forum: Quake III Arena & Quake Live Discussion
- Topic: IOQUAKE 3 Raytracing Patch (Released)
- Replies: 17
- Views: 42729
Re: IOQUAKE 3 Raytracing Patch (Released)
Compiling under Ubuntu 8.04 64-bit, I get the following error: code/renderer/tr_rtshaders.cpp:236:38: warning: llvm/Support/LLVMBuilder.h: No such file or directory Then a ridiculously long string of errors caused from that. For some reason my LLVM install doesn't come with LLVMBuild.h. My install i...
- Tue Mar 25, 2008 5:21 am
- Forum: Quake III Arena & Quake Live Discussion
- Topic: XreaL Pre-Alpha Released
- Replies: 15
- Views: 6991
Re: XreaL Pre-Alpha Released
Yes! Method gave Tr3B permission to make a custom build for XreaL.+JuggerNaut+ wrote:isn't that second screenshot Method's map? either way, that looks hot. nice work.
- Sat Mar 08, 2008 9:31 am
- Forum: Quake III Arena & Quake Live Discussion
- Topic: XreaL Pre-Alpha Released
- Replies: 15
- Views: 6991
XreaL Pre-Alpha Released
http://xreal.sourceforge.net/wiki/common/xreal_chrome.png After two and a half years of hard work, the XreaL Pre-Alpha has officially been released. XreaL is a graphics overhaul of Quake 3, bringing OpenGL 2.x shader effects, advanced lighting and shadowing, and post-processing effects. Tech shots:...