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.
Finally Starting Mapping For My Mod
#13047 posted by
aDaya on 2016/01/07 22:21:40
Those Viewport Has Its Charme, Right.
#13051 posted by anonymous user on 2016/01/08 00:10:07
Love me some editor shots from time to time.
Sleep
#13053 posted by
adib on 2016/01/08 03:40:37
Of finishing a mod, giving life to a vision, winning a learning curve...
Daya - Your Mod?
Do you have any details on what you are up to? Curious.
Dumptruck_ds
#13056 posted by
aDaya on 2016/01/08 19:13:54
Technically a simple 8-maps long singleplayer campaign. It adds 3 weapons (Infantry Gun, a basic machinegun ; Gatling Gun ; BFG) and some more monsters, both custom and some added from Scourge of Armagon. I'm also planning on adding a Berserk Powerup where the general rate of fire is increased by 3.
The basic premise is that some strange ruins have been discovered on a northern island, so a colony is made there. 3 years later all hell breaks loose and you're sent to "investigate".
While I'm at it, here's more screenshots:
http://image.noelshack.com/fichiers/2016/01/1452276770-screen3.png
http://image.noelshack.com/fichiers/2016/01/1452276781-screen4.png
http://image.noelshack.com/fichiers/2016/01/1452276772-screen5.png
http://image.noelshack.com/fichiers/2016/01/1452276777-screen6.png
http://image.noelshack.com/fichiers/2016/01/1452276775-screen7.png
Daya - Your Mod Pt 2
Looking good and sounds pretty fun.
Stairs
#13058 posted by
DaZ on 2016/01/08 21:27:06
please don't leave the stairs floating like that, put some supports under them thx!!!! <3
That's Good Timing Because I Just Thought Of An Alternative
#13059 posted by
aDaya on 2016/01/08 22:46:10