Search found 63 matches
- 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...
- 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
- 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.
- 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?
Maybe it's kind of huge for a hudgun tho?
- 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...
- 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
http://www.terathon.com/gdc05_lengyel.pdf
- Tue Oct 29, 2013 8:46 pm
- Forum: QuakeC Programming
- Topic: Adding Ladders
- Replies: 12
- Views: 3009
Re: Adding Ladders
They also seem broken sometimes in DP since I last tested.goldenboy wrote:The best QC ladders are in RMQ.
But yeah, they work pretty well when they do.
- Sun Aug 04, 2013 2:02 pm
- Forum: General Discussion
- Topic: Fire
- Replies: 15
- Views: 5596
Re: Fire
while on the topic, might just drop this here
http://www.cgarena.com/freestuff/tutori ... ditor.html
mirror: http://www.astralax.ru/en/articles/inflames
http://www.cgarena.com/freestuff/tutori ... ditor.html
mirror: http://www.astralax.ru/en/articles/inflames
- 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...
- 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.
- 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.
RIP bro.
- 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
- 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.
Relaxed Cone Step Mapping, Anisotropic Cone Mapping and Quadtree Displacement Mapping converge much faster and don't suffer from the stairstepping effect.
- 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....
- 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...