![Laughing :lol:](./images/smilies/icon_laughing.gif)
besides that very interresting
![Smile :)](./images/smilies/icon_smile.gif)
You'd need to change the entire lighting model. That's not really within the objectives of DirectQ which are more along the lines of being as reasonably faithful as possible.Chip wrote:I see you're making giant steps. I'm sure you're getting ready for QExpo![]()
Anyway, fence textures, IQM models, great accomplishments. Would you mind me asking (@mh) how hard would it be to implement ambient occlusion (dirtmaps in Q3Map2) in DirectQ?
I see. I should be getting ready for the upcoming release of RMQ, then.mh wrote:You'd need to change the entire lighting model. That's not really within the objectives of DirectQ which are more along the lines of being as reasonably faithful as possible.Chip wrote:I see you're making giant steps. I'm sure you're getting ready for QExpo![]()
Anyway, fence textures, IQM models, great accomplishments. Would you mind me asking (@mh) how hard would it be to implement ambient occlusion (dirtmaps in Q3Map2) in DirectQ?
I don't think DirectQ is going to get IQM by the way; I have serious concerns about performance and that it was designed for previous-previous-previous-previous generation hardware. Any hypothetical replacement model format that DirectQ may or may not adopt must be either designed around being animated in hardware, or easily adaptable to being animated in hardware. IQM is neither.
niceMexicouger wrote:Added a little spice to our Snow maps, Snowballs:
Get off my lawn!Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.