If you're going to include sikkmod you might as well add Treb's soft shadow mapping, way better than the hacky sikkmod soft shadows
They also give me higher perf over shadow volumes.
Search found 63 matches
- Sun Jun 08, 2014 11:49 am
- Forum: General Discussion
- Topic: MHDoom finished
- Replies: 93
- Views: 17814
- Tue Jun 03, 2014 6:21 pm
- Forum: Project Showcase
- Topic: [Quake][WIP] Blaze
- Replies: 42
- Views: 33787
- Sun Jun 01, 2014 9:37 pm
- Forum: General Discussion
- Topic: MHDoom finished
- Replies: 93
- Views: 17814
Re: MHDoom finished
I also noticed some flickering/disappearing shadows at the cantina windows on Mars city and some other places. (GF GTX660, driver 320.49) Did you change the texture filtering on those pics? That doesn't look right even for something that low res, could be block compression? Iirc MH swapped the norma...
- Sun Jun 01, 2014 9:24 pm
- Forum: General Discussion
- Topic: main site infected?
- Replies: 64
- Views: 18637
- Sat May 31, 2014 8:29 pm
- Forum: General Discussion
- Topic: MHDoom finished
- Replies: 93
- Views: 17814
Re: MHDoom finished
As for image quality, perhaps this trick would help a little?
http://www.iquilezles.org/www/articles/ ... exture.htm
http://www.iquilezles.org/www/articles/ ... exture.htm
- Sat May 24, 2014 12:54 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6005609
Re: What are you working on?
Works like a charm
I did notice the player head is not part of the shadow with g_showplayershadow 1, but the teeth(?) are.
I'll post a screenshot if you cannot reproduce it.
I did notice the player head is not part of the shadow with g_showplayershadow 1, but the teeth(?) are.
I'll post a screenshot if you cannot reproduce it.
- Fri May 23, 2014 4:21 pm
- Forum: Project Showcase
- Topic: [OLD SHIT ENGINE] Pointless arena shooter
- Replies: 65
- Views: 44125
Re: [id3][WIP] OpenArena3
Don't have an issue with the cartoony suggestive theming, but that just looks so much better aesthetically, imho.
- Wed May 21, 2014 5:21 pm
- Forum: Project Showcase
- Topic: [FTE][in production] Scout's Journey
- Replies: 36
- Views: 19720
Re: [FTE][in production] Scout's Journey
Erh, I'd just post "continue like you're doing" all the time
- Wed May 21, 2014 5:20 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6005609
Re: What are you working on?
Yeah! Awesome stuff! I've been wanting this for a while :D You based the code of some other engine (DP/Tesseract)? It looks really nice. I also like the alpha tested shadows. I'm sure Id would have had those everywhere they could had they had the opportunity. The reason self shadowing is disabled on...
- Sun May 18, 2014 6:12 pm
- Forum: General Discussion
- Topic: Q2 ref_soft replacement with colored light
- Replies: 28
- Views: 7678
Re: Q2 ref_soft replacement with colored light
Don't have Q2 handy, but is it possible to do dithering for multitexture blending? That would be really cool.
edit: just to be clear, I meant mixing color of lighting and level textures "as if" in 24 bit and turning it to 8 bit dither. Not bilinear filtering with dither.
edit: just to be clear, I meant mixing color of lighting and level textures "as if" in 24 bit and turning it to 8 bit dither. Not bilinear filtering with dither.
- Sun May 11, 2014 12:06 pm
- Forum: Project Showcase
- Topic: [OLD SHIT ENGINE] Pointless arena shooter
- Replies: 65
- Views: 44125
Re: [id3][WIP] OpenArena3
Yeah, I'm not suggesting you go fully procedural or anything. Just throwing it out here, there's some simple yet clever ideas inside. If one or two are applicable that might be a win.
- Sat May 10, 2014 6:51 pm
- Forum: Project Showcase
- Topic: [OLD SHIT ENGINE] Pointless arena shooter
- Replies: 65
- Views: 44125
Re: [id3][WIP] OpenArena3
Maybe you'll like this. David Rosen talks about procedural animation. Kind of amazing how much movement he gets out of only a couple of keyframes.
http://www.gdcvault.com/play/1020583/An ... e-Approach
http://www.gdcvault.com/play/1020583/An ... e-Approach
- Sat Apr 19, 2014 2:29 pm
- Forum: General Discussion
- Topic: fte bug / problem
- Replies: 22
- Views: 5787
Re: fte bug / problem
Erh... not to start an argument, but XP is 12 years old. That's like 2 centuries in computerizelated time. If they shouldn't drop it now, then when?
- Wed Apr 09, 2014 10:18 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6005609
Re: What are you working on?
Impressive, the linework in the texture works really nicely together with the sobel (?) filter. Cell shading looks good also. It really brings out the anime aspect. Could be the future look for OA?
- Wed Apr 09, 2014 6:41 pm
- Forum: Mapping
- Topic: IdTech 1/2/3/4 BSP/PVS
- Replies: 7
- Views: 5334
Re: IdTech 1/2/3/4 BSP/PVS
No normalmapping/lightstyles. What I'm having in mind at the moment is something like Lunarans's latest floater http://www.lunaran.com/images/maps/large/lun3dm5_9.jpg ...so that level of complexity but with a NPR texture style leaning more towards illustration/graphics design. Actually I just rememb...