What are you working on?
Re: What are you working on?
I think that could be faked just as well with clever VP_ORIENTED sprites that rotate their top to an info_null on spawn....
When the zdoom community discovered volumetric lighting by layering linedefs, there was quite the savage wars over "NO I INVENTED IT ITS MY IDEA (C) ME" etc... despite such an effect seen quite a long time ago.
When the zdoom community discovered volumetric lighting by layering linedefs, there was quite the savage wars over "NO I INVENTED IT ITS MY IDEA (C) ME" etc... despite such an effect seen quite a long time ago.
i should not be here
Re: What are you working on?
you can test the fake beams of the b/w map
https://www.dropbox.com/s/cfb04z3396ydugs/beam.pk3
this beams are solid because i changed the "func_notsolidwall" for "func_wall" function
https://www.dropbox.com/s/cfb04z3396ydugs/beam.pk3
this beams are solid because i changed the "func_notsolidwall" for "func_wall" function
hi, I am nahuel, I love quake and qc.
Re: What are you working on?
no road signs?
no neighbourhood watch warnings about invasion of privacy?
not even any serial numbers?
:/
no neighbourhood watch warnings about invasion of privacy?
not even any serial numbers?
:/
Re: What are you working on?
Haha Spike, soon, maybe...
On that note, a long rambling blog on planning and organising work on my mod, which neatly and coincidently demonstrates why it's development is long and rambling: http://earthquakemod.wordpress.com/
On that note, a long rambling blog on planning and organising work on my mod, which neatly and coincidently demonstrates why it's development is long and rambling: http://earthquakemod.wordpress.com/
Re: What are you working on?
Finally getting around to fixing some issues with the reflective water in paintball2 so it respects scaling, rotation, and flow direction.
Re: What are you working on?
good. let me know how it goes, because I have serious pvs issues with my reflective water.
i should not be here
Re: What are you working on?
Can't really fix those without a new map format, or some kind of additional PVS data for reflections.leileilol wrote:good. let me know how it goes, because I have serious pvs issues with my reflective water.
Re: What are you working on?
http://earthquakemod.wordpress.com/
Constructive destruction! Process of making buildings damaged. Hard, as I'm finding, to get right. First go really, hopefully I'll get better.
Constructive destruction! Process of making buildings damaged. Hard, as I'm finding, to get right. First go really, hopefully I'll get better.
Re: What are you working on?
ajay your mod is looking awesome i cant wait to play it!
Re: What are you working on?
Me too! Such a lot of work to do...ceriux wrote:ajay your mod is looking awesome i cant wait to play it!
Have done some stuff today though (http://earthquakemod.wordpress.com/) onwards and upwards (though sometimes a little sideways)
Re: What are you working on?
should really pull a Source and make the largest body of water only have a reflection instead of having all water surfaces getting it because I only have one freakin' buffer!
maybe reflective cubemaps can be implemented somehow, like rendering an area-generated skybox into the reflect buffer. The water at the top is gray because it's reading from a clear part of the reflectbuffer meant for the bottom reflection.
what's really needed is some chains and regional updates of the buffer to be layered from far to near...
i should not be here
Re: What are you working on?
Yeah, multiple water surfaces is a pain. I was thinking of doing some sort of cubemap or generic effect for additional water surfaces. I've got a cvar to control the max reflection buffers (default is 2), but some maps have a bunch of different water surfaces, and some of them will just not render.
Oh, and regarding the vis stuff, I just grabbed a position on the water for the PVS. You're probably already doing something like this, but I figured I'd mention it since it's at least better than using the player camera position...
Oh, and regarding the vis stuff, I just grabbed a position on the water for the PVS. You're probably already doing something like this, but I figured I'd mention it since it's at least better than using the player camera position...