
I Prefer The Pixelated Look For Quake
#13023 posted by
SleepwalkR on 2015/12/25 20:28:40
But that filter sure is impressive in its own right.

Warren
#13024 posted by
adib on 2015/12/25 20:40:37
I generally dislike (...) high-res texture packs
I'm surprised, because you seemed to like those I made for Cepheus.
I like that the filter is skewed like N64 mipmapping
#13026 posted by
JneeraZ on 2015/12/25 20:48:16
adib
Hence the word "generally".

Funnily Enough.
#13027 posted by
Shambler on 2015/12/26 13:58:50
The world being made up of lots of little visible squares isn't fucking realistic either you shitcunts.
As long as the option to switch pixellation off is there, who cares tho??
#13028 posted by
JneeraZ on 2015/12/26 14:01:07
It's existence is an abomination unto the Lord. THAT'S the problem.
#13030 posted by
babgo on 2015/12/29 02:38:43
I don't understand the fascination with writing software renderers with "modern" features. I mean, this has been done in the Unreal 1 and Unreal 2 engine, and also done in that old Pixomatic thing from RAD Game Tools:
http://www.radgametools.com/pixo/PixoWithUnreal2004.txt
Unless, of course, you like heroic coding:
http://blog.codinghorror.com/i-happen-to-like-heroic-coding/
But it's not innovation in any way.
#13031 posted by
JneeraZ on 2015/12/29 12:13:31
Not everything is done to innovate or profit. Sometimes it's just for pure enjoyment. Folks 'round here call it a 'hobby'.

Testing Stuff
Now I'm doing some detailing here and there with my map on the more finished areas I decided to experiment with phong shading again -
http://www.quaketastic.com/files/screen_shots/5thphongrocks.png

Fifth
That makes my phong erect but FFS enable anti aliasing already.

Fantastic Looks Awesome
#13034 posted by
Kinn on 2015/12/29 14:31:03
can't wait to mess around with the phong shizzle

Well Phong Innit.
#13035 posted by
Shambler on 2015/12/29 14:49:16
No point moaning about anti-aliasing with non-GL Quake surely??

#13030
#13037 posted by
mankrip on 2015/12/29 19:58:39
I don't understand the fascination with writing hardware renderers with "oldschool" features. I mean, this has been done in other engines.
Unless, of course, you like lazy coding.
But it's not innovation in any way.
#13038 posted by
mankrip on 2015/12/29 20:04:52
Sorry for the trolling, but it's impossible to demotivate me. I just don't care about such arguments. I'm used to them.

Ah Mankrip
I see what you did there. I used to use anti-aliasing in my quake all the time but it does tend to look smudged when I posed a JPEG online so I decided against it to get a little sharpness in my images.

Twice In A Row Apparently.
#13042 posted by
necros on 2015/12/30 00:27:06
Phones need spinny things to let you know you hit submit already.

Phongs Need Spinny Things.

What Compiler ?
#13045 posted by
Skiffy on 2016/01/04 16:37:56
Hey Fifth what compilers are you using for this stuff? Am I also seeing see through glass with shadows being cast on them for the building on the left or am I crazy?

Skiffy
you are indeed seeing glass with shadows cast on them. My method is using a texture with lots of gradient detail but only in one direction (to simulate those "lines" you see on glass), but setting a very low alpha amount. I believe the texture is a metallic one.
As for the compiler I'm using the test build that Ericw posted in the tyrutils thread. It has smooth lighting support.