Search found 63 matches

by Spiney
Wed Apr 09, 2014 12:16 pm
Forum: Mapping
Topic: IdTech 1/2/3/4 BSP/PVS
Replies: 7
Views: 5484

IdTech 1/2/3/4 BSP/PVS

Hey guys, I've been thinking for a while of doing some big art farty maps with large open spaces and detailed geometry. There's no gameplay involved, it's a purely visual thing and shader wise it would be really simple, all about simple aesthetics. One thing I've been wondering is, which BSP version...
by Spiney
Sun Feb 09, 2014 3:51 pm
Forum: Mapping
Topic: sea effect in DP
Replies: 15
Views: 10349

Re: sea effect in DP

Sharks. With lazerbeams :mrgreen:
by Spiney
Sun Feb 09, 2014 12:24 am
Forum: Mapping
Topic: sea effect in DP
Replies: 15
Views: 10349

Re: sea effect in DP

How about Q3 patch meshes with texture panning (using the non-tiling flag, which name is escaping me) + up/down vertex shader.
by Spiney
Sat Nov 16, 2013 1:09 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6054414

Re: What are you working on?

I like the aesthetic Jim, very oldschool. Reminds me of gritty 80's scifi.
Maybe it's kind of huge for a hudgun tho?
by Spiney
Fri Nov 01, 2013 2:22 pm
Forum: OpenGL Programming
Topic: Bloom
Replies: 5
Views: 4785

Re: Bloom

Bad bloom is a pet peeve of mine, though it's gotten a lot better over the last couple of years. Use multiple iterations like Spike said, it makes a huge difference visually. Blur during downsampling to avoid pixelation, reduces crawling pixels when moving around. Bluring with small kernel size duri...
by Spiney
Tue Oct 29, 2013 8:53 pm
Forum: Engine Programming
Topic: Shadow volumes optimization
Replies: 12
Views: 3236

Re: Shadow volumes optimization

I think D3 BFG added some optimizations found in this talk to reduce overdraw, at least I noticed some console variable...
http://www.terathon.com/gdc05_lengyel.pdf
by Spiney
Tue Oct 29, 2013 8:46 pm
Forum: QuakeC Programming
Topic: Adding Ladders
Replies: 12
Views: 3009

Re: Adding Ladders

goldenboy wrote:The best QC ladders are in RMQ.
They also seem broken sometimes in DP since I last tested.
But yeah, they work pretty well when they do.
by Spiney
Sun Aug 04, 2013 2:02 pm
Forum: General Discussion
Topic: Fire
Replies: 15
Views: 5596

Re: Fire

by Spiney
Sun Aug 04, 2013 1:58 pm
Forum: General Discussion
Topic: Fire
Replies: 15
Views: 5596

Re: Fire

Problem I have with alpha fading fire is the LDR color fade. Fading fire should not be a tint of gray, the white highlight should go to trough yellow to red. If the fade is fast enough it's usually not an issue. I always advocate using a grayscale sprite + a 2D color ramp shader where height represe...
by Spiney
Sun Aug 12, 2012 7:47 pm
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 356987

Re: Doom 3 engine release and game code

I experimented with huge textures once, game didn't crash but the swapping in and out of textures into video memory caused noticeable hitches.
by Spiney
Sun Aug 12, 2012 7:41 pm
Forum: General Discussion
Topic: Paul Steed, Artist on Wing Commander and Quake Series, Dies
Replies: 6
Views: 2248

Re: Paul Steed, Artist on Wing Commander and Quake Series, D

I'm sad right now, Quake 3 has some of my favorite character art ever.
RIP bro.
by Spiney
Sun Aug 05, 2012 1:46 pm
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 356987

Re: Doom 3 engine release and game code

Something which I think would look cool on D3 would be self shadowing bumpmaps :)
by Spiney
Fri Jul 13, 2012 11:30 pm
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 356987

Re: Doom 3 engine release and game code

You could consider using a different parallax mapping algorithm, POM is terribly slow.
Relaxed Cone Step Mapping, Anisotropic Cone Mapping and Quadtree Displacement Mapping converge much faster and don't suffer from the stairstepping effect.
by Spiney
Sun Mar 25, 2012 10:04 pm
Forum: Modeling
Topic: smoothing groups, gouraud and mesh-splitting
Replies: 15
Views: 7022

Re: smoothing groups, gouraud and mesh-splitting

I haven't tried Noesis yet, but I did try to split a mesh by hand. It might be kind of a worst case scenario for this -- a broken pillar with pieces of shrapnel. It's a total pain in the ass though, making corrections becomes a pain, not to mention it completely screws over the uv mapping procedure....
by Spiney
Sun Mar 25, 2012 2:14 am
Forum: Modeling
Topic: smoothing groups, gouraud and mesh-splitting
Replies: 15
Views: 7022

Re: smoothing groups, gouraud and mesh-splitting

Okay, I've seen I should be able to export and run trough Noesis to .iqe/.iqm which listed edge-flag smoothing and smoothing groups as features. If that fails I might just split the mesh and see if works. I'm not really targeting any specific engine at the moment, but RMQ, DP and Cube2 are likely ca...