Screenshots
You cant limit lighting, because the specular stage is just as important as the local.
To be honest, you need to look at remaking the texture fram scratch most times, so that the specular stage contains little details that both the diffuse and local map lack. Thats the whole point of the set, they work with each other to provide fake depth.
To be honest, you need to look at remaking the texture fram scratch most times, so that the specular stage contains little details that both the diffuse and local map lack. Thats the whole point of the set, they work with each other to provide fake depth.
Last edited by o'dium on Thu Jun 30, 2005 7:32 am, edited 1 time in total.
:lub:
[lvlshot]http://www.members.cox.net/borke/6.jpg[/lvlshot]
[lvlshot]http://www.members.cox.net/borke/7.jpg[/lvlshot]
[lvlshot]http://www.members.cox.net/borke/8.jpg[/lvlshot]
edit: added 2 and change 1 around.
[lvlshot]http://www.members.cox.net/borke/6.jpg[/lvlshot]
[lvlshot]http://www.members.cox.net/borke/7.jpg[/lvlshot]
[lvlshot]http://www.members.cox.net/borke/8.jpg[/lvlshot]
edit: added 2 and change 1 around.
Last edited by bork[e] on Tue Jul 12, 2005 4:24 pm, edited 1 time in total.
I've got too much on the go and probably shouldnt even post this shot as we dont even have our site up for the mod yet. Anyhow Quake 4 Prisoners of War concept map.
[lvlshot]http://www.planetquake.com/bkp/scrotch/q4powmap1b.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/scrotch/q4powmap1.jpg[/lvlshot]
sumatra I like that tex set, is that the one you were making yourself a lil while back? or am I getting it confused with someone else.
[lvlshot]http://www.planetquake.com/bkp/scrotch/q4powmap1b.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/scrotch/q4powmap1.jpg[/lvlshot]
sumatra I like that tex set, is that the one you were making yourself a lil while back? or am I getting it confused with someone else.
I'm going to tweak later, since its just a concept map made in D3 and Im going to have to port it over to Q4 once Q4 is out, Im not going to worry about tweaking at this point. Maybe not till its done I'll go back and rework things, I haven't touched the D3 engine stuff in almost a year.
I am getting a steady 60 FPS though so its not too bad, I only have the minimum CPU required for D3 as well.
I am getting a steady 60 FPS though so its not too bad, I only have the minimum CPU required for D3 as well.
Here are a few updated shots of that level from Quake II. Its still all early WIP 





And here is a quick example pic of our new water. The water has a real time render to texture reflection, as well as a fresnel shader that will change the local map giving it a wavey appearance. Its hard to tell from a picture but i couldn't get a decent enough compression for a video, so live with it







And here is a quick example pic of our new water. The water has a real time render to texture reflection, as well as a fresnel shader that will change the local map giving it a wavey appearance. Its hard to tell from a picture but i couldn't get a decent enough compression for a video, so live with it


Last edited by o'dium on Mon Jul 18, 2005 8:19 am, edited 1 time in total.
Looks ace Odi.
I got a Map of the Month on my map on this german site, I mention Q3W in the end in the interview, be happy!
Damn, I knew I should have stayed in those german classes I had, like hmm, from 6th grade to last in high, flunked all german classes, now I want it again :tear: :for: :fear:
http://halflife.ingame.de/article.php?i ... intSite=13
I got a Map of the Month on my map on this german site, I mention Q3W in the end in the interview, be happy!
Damn, I knew I should have stayed in those german classes I had, like hmm, from 6th grade to last in high, flunked all german classes, now I want it again :tear: :for: :fear:
http://halflife.ingame.de/article.php?i ... intSite=13