Ooh nice, cone stepping, the only parallax mapping I actually like visually
How long does it take to preprocess the CSM?
I rendered out some in xNormal before, regular CSM was okay (still fairly slow) but the relaxed variant took forever to render.
Search found 63 matches
- Sun Jan 04, 2015 12:04 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6174138
- Sat Jan 03, 2015 8:59 pm
- Forum: Project Showcase
- Topic: [DarkQuake][RELEASED/WIP] Nazi Zombies Portable
- Replies: 6
- Views: 8635
Re: [DarkQuake][RELEASED/WIP] Nazi Zombies Portable
I watched some of the videos on moddb. Really like what you did with all the view animation, like you said, really goes beyond that Quake feeling. I'll need to play around with this
- Sun Nov 02, 2014 12:27 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6174138
Re: What are you working on?
Yeah I used Genetica, the studio version since that one supports animation. It's really not geared towards this kind of stuff though, I just used it because it was convenient for this use case.
- Tue Oct 28, 2014 3:14 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6174138
Re: What are you working on?
Wrote a tutorial on how to make/generate certain kinds of animated textures.
BARF
BARF
- Thu Aug 28, 2014 4:07 pm
- Forum: OpenGL Programming
- Topic: Better motion blur?
- Replies: 4
- Views: 7112
Re: Better motion blur?
You could try accumulating frames into a HDR buffer. I guess that wouldn't balloon up so much.
As for retro stuff, maybe render 4 quarter res buffers with one pixel view offset and arrange the pixels in a screendoor pattern.
As for retro stuff, maybe render 4 quarter res buffers with one pixel view offset and arrange the pixels in a screendoor pattern.
- Thu Aug 28, 2014 3:39 pm
- Forum: General Discussion
- Topic: RaQdoll
- Replies: 36
- Views: 23248
Re: RaQdoll
You can do ragdolls with MDL?
mind = blown
mind = blown
- Thu Aug 28, 2014 3:38 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6174138
Re: What are you working on?
Sweet! I wish more of the fancy Quake engines would consider ways for making their specular look less 2005.
- Sat Aug 09, 2014 7:07 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6174138
Re: What are you working on?
Looks cool
Maybe try including fresnel fall off on the char models glass reflections.
Maybe try including fresnel fall off on the char models glass reflections.
- Mon Aug 04, 2014 11:00 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6174138
Re: What are you working on?
Same, too much awesome stuff coming out at once
- Sun Jul 20, 2014 10:54 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6174138
Re: What are you working on?
Please give her a turtle shell bikini
- Mon Jul 07, 2014 7:30 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6174138
Re: What are you working on?
Might look cool in conjunction with black sobel outlines (or rather, creases?) to retain visibility of forms in the underexposed areas.
- Fri Jul 04, 2014 5:09 pm
- Forum: General Discussion
- Topic: General Discussion! *salutes*
- Replies: 14
- Views: 5258
Re: General Discussion! *salutes*
Antialiased Nearest Neighbour Filtering. Would be cool if a Quake/Doom/Retro-ish engine could do this...
http://csantosbh.wordpress.com/2014/02/ ... fications/
http://csantosbh.wordpress.com/2014/02/ ... fications/
- Tue Jul 01, 2014 2:00 pm
- Forum: General Discussion
- Topic: Revelation Test
- Replies: 115
- Views: 73316
Re: Revelation Test
Isn't the sliding simply how pixel offset mapping works? Cannot "extrude outwards" so need to "extrude inwards" ... = sliding pixels relative to surface.
- Sat Jun 28, 2014 7:43 pm
- Forum: Project Showcase
- Topic: [FTE][in production] Scout's Journey
- Replies: 36
- Views: 27273
Re: [FTE][in production] Scout's Journey
Last two blog items:
There's a place for photosourcing, but hand painted usually looks better, esp for normals. Good job.
For the crate, if you can do LODs I think you should try modelling on the handle. It looks a bit weird now imo.
There's a place for photosourcing, but hand painted usually looks better, esp for normals. Good job.
For the crate, if you can do LODs I think you should try modelling on the handle. It looks a bit weird now imo.
- Thu Jun 19, 2014 9:52 pm
- Forum: Project Showcase
- Topic: [Storm Engine 2][dev] Phaeton
- Replies: 22
- Views: 18410
Re: [Storm Engine 2][dev] Phaeton
Just wondering, is there any reason why games like to use the flash interfaces?
I don't have anything against Flash (I used to use it myself quite happily), just wonder why that format. Seems like a fairly big entry barrier when using a proprietary third party tech.
I don't have anything against Flash (I used to use it myself quite happily), just wonder why that format. Seems like a fairly big entry barrier when using a proprietary third party tech.