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Postby Urre » Thu Jan 14, 2010 6:41 am

DarkPlaces only has metallic gloss, unfortunately. You'd need specularmaps or whatever they're called for different types of gloss, or some form of shader setting to determine the type of gloss on the given texture. I'd prefer specularmaps, as they allow different types of gloss across the same texture. Doom3 only had plastic gloss.
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Postby jim » Thu Jan 14, 2010 3:12 pm

I think it's specular map. At least this is how I understand the specular and gloss: Specular map controls how bright (and colour) the specular highlights are. Gloss map controls the sharpness/blurriness of them.

Image

1. Gloss 0, Spec 50
2. Gloss 0, Spec 100
3. Gloss 25, Spec 50
4. Gloss 25, Spec 100
5. Gloss 50, Spec 50
6. Gloss 50, Spec 100

The values are what I used in the material properties in max. The specular colour was R255, G128, B64 in all. In max Gloss can be set from 0 to 100 and Specular from 0 to 999.
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Postby Urre » Thu Jan 14, 2010 5:46 pm

Don't forget that implementation and interpretation of the terms may differ. The kind I was thinking about was intensity of shine and sharpness of shine, both as part of the so called specularmap. Basicly a 32 bit image, with the alpha channel acting as the sharpness indicator, which would allow shine appropriate for all things between skin, plastic, metal, glass, water or whatever you can think of. DP only does 24bit gloss images, sharpness set to metal.
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Postby jim » Thu Jan 14, 2010 6:37 pm

Yea, of course, words are always messed up.

There's a cvar to control the gloss exponent, though a texture control would be much better. I hope someday there will be.

I think this is more like how I wanted the moss to look like..

http://koti.mbnet.fi/jeejeeje/wip/moss_05.jpg
http://koti.mbnet.fi/jeejeeje/wip/moss_06.jpg

High specular power and sharp gloss.

I think for now, I will use some kind of average on the gloss exponent, so it's a bit sharper than the default, but not as sharp as it's in these shots..
Last edited by jim on Thu Jan 14, 2010 6:41 pm, edited 1 time in total.
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Postby Urre » Thu Jan 14, 2010 6:39 pm

jim wrote:There's a cvar to control the gloss exponent


What's it called? Haven't heard of it before.
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Postby jim » Thu Jan 14, 2010 6:44 pm

Urre wrote:
jim wrote:There's a cvar to control the gloss exponent


What's it called? Haven't heard of it before.


r_shadow_glossexponent
r_shadow_gloss2exponent (for the textures that don't have a _gloss texture)

In the above shots I used a value of 256. Default is 32. I also increased r_shadow_glossintensity to 5, as I had made the _gloss textures quite dark, so it wouldn't look too metallic.
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Postby Wazat » Fri Jan 15, 2010 1:42 am

jim wrote:http://koti.mbnet.fi/jeejeeje/wip/moss_05.jpg
http://koti.mbnet.fi/jeejeeje/wip/moss_06.jpg


Those do come off as quite slimy. Well done! Seeing those I would think "Ah, that's probably going to feel slimy and horrible if I touch it, like handling mucus. I don't want to be covered in that! I'll have Bob do it instead."

Thank god for Bob.
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Postby frag.machine » Fri Jan 15, 2010 2:46 am

Worked a bit in my Duke skin, messed up an existing Doom guy skin (not mine), added the female model to original Frikbot code and started to transform it (hopefully) in miss Lara Croft... Not sure what I am doing after this, but anyway it's looking cool: :D

Image

(too bad I am probably won't be able to release anything after so many copyright infractions :( oh well...)
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Postby goldenboy » Fri Jan 15, 2010 10:30 am

which female model did you use?
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Postby Teiman » Fri Jan 15, 2010 12:12 pm

theres a mod "NMe" (nirvana?), that use 2MB size female2.mdl and is awesome. Probably way black area but awesome.

Yesterday modding session:

Experimenting with the mech vehicle on airquake2. I tried to make it walk in a more natural way, but It resulted on a crappy and strange thing. Mostly because the target reticle resets to v_foward for some reason (I can't trace where or how this is reseted). The code has not comments and I can't claim to understand the math.

I did some experiments with qME and models. Tried to generate a "more right" version of the P8 mech. Failed, It seems the P8head.mdl+P8walk.mdl is really good, because creating a better version is hard.

I created a P9head.mld combining a weapon from the NMe (nirvana?) mod. Arrrgh.. for some reason theres a bug on qME or a newer update or something, so I can't finne tunned rotations, it rotates even if the mouse is not moving. qME is almost unusable that way. Managed to make a cool looking P9head.mdl. It looks cool, but the skin texture is lame. Who cares? the engine seems to ignore that.

I am still finne tunning my machine to make mods. I have collect all the quake tools in a single folder.

I have also notice I have more than 3 quake folder with lots, billions of mods. There are about 5 versions of airquake, but the version with more mechs ( specially the Sci-fi ships and spider mechs) are nowhere to be see... maybe I deleted it?

I did some pimping of my Airquake Standalone. I sould check the download logs... I think I did something wrong, maybe I sould create a website, or maybe no one is interested in Airquake anymore?

I have read other people work. Seems theres a "stick phisics" engine called WIG (or something) is sexy. The article say can't be used for vehicles, but.. maybe could help? ...humm... the airquake phisics are crappy and "hacky for no reason"
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Postby frag.machine » Fri Jan 15, 2010 12:23 pm

goldenboy wrote:which female model did you use?


According the README, it's the Cory model by Brian Collins (brian@zono.com). He used to have a page at PlanetQuake, don't know if someone archived that during the salvation effort. Send me a PM if you want it.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby jim » Fri Jan 15, 2010 4:23 pm

Now that I see Duke there, I think he looks a bit like Mario.
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Postby Teiman » Fri Jan 15, 2010 4:30 pm

frag.machine wrote:Image


These shadows ask for a stencil buffer...
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Postby frag.machine » Fri Jan 15, 2010 4:32 pm

Teiman wrote:
frag.machine wrote:Image


These shadows ask for a stencil buffer...


Tei: blame Fitzquake ;)
jim: Actually, I think it looks a lot like Joe Pesci :lol:
Image
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Postby goldenboy » Fri Jan 15, 2010 5:40 pm

The Cory model looks pretty good, about same quality as RMQ's current female, just a lot heavier *g*.

I looked at Nirvana: Life of the Fighter models, they include the Q2 Athena model and some others, but none of them are as good as ours or the Corey model.

Hmm. One observation, why does no one get the legs right on female models (either too small or thin, or too long / heavy)... and why all these crappy skins that you usually see on the older efforts. Not yours, frag.machine, yours looks OK. But with almost all female player models made over the years, you get the impression they're on their way to the beach, or worse.

:)

When that bastard comes to my house... *g*
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