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in doom3, the files in the glprogs folder (with the *.vfp extension)... are those shaders like cg or hlsl? 
Mwh 
Did you write "Python Programming on Win32"? 
I'm Glad That Wasn't You, MadFox 
As Bobby Fischer once said, 'I don't believe in psychology, I believe in good moves.'

But then again, he was certifiably nuts. 
So Seriously 
who ran luna?

roughly it takes 3years and 3 months to walk to the moon at an average speed of 8km/houre.

still it won't stop the average turnspeed of earth, which is 15meters/second when standing still. 
Inertia 
No, that was Mark Hammond. 
Necros 
assembly. cg and hlsl both get compiled into asm vertex/fragment progs. 
Thanks 
for the info :) 
Something Awesome Re: That 
I tinkered with the doom lighting vfp and found that light color is supplied as a vec4, with alpha, and alpha isn't regarded at all. So I tinkered more and turned shaderparm3 on lights (alpha) into a diffuse-ness measure that scales/biases the shading dot product to 'fill' lighting on surfaces a bit more. It looks really sweem using doom3's original sharp lighting for a keylight, and this fuzzy light for a bounced fill. 
 
screens or it didn't happen 
I Looked 
I guess it didn't happen 
Ah 
I found this but it doesn't show it off too well

http://www.lunaran.com/pics/byz_brighthall1.jpg 
Kubrickesque. 
Really neat, Lun. 
 
Lun created an alternative to fullbright.

Weekend well spent. 
This Point Goes To 
Zwiffle.

I'd be interested what you did though, care to post the shader? 
Sure! 
I carried it a little further, and started putting ambient occlusion maps in the alpha of the diffuse (and if I wanted an alphamasked texture I'd use alpha in the normal map or somwot instead), and multiplying that into the result by an inverse proportion, so that the direct light looks direct and the diffuse light looks diffuse, and halfway values look good too.

http://www.lunaran.com/files/byz_shadiness.pk4 [12 mega-bytes]

Including some of those textures in the pak. I had planned on doing the whole ship with just a couple of big utility textures so I could have brushwork all over that would share a material and thus batch really well, so I wouldn't have to be so stingy with lights. Then there were dirty engineering versions and clean upper-level versions to unify the look of the ship and ... ahh, Byzantine. I wish I knew how to finish you. 
Its Like Carmack... 
I dont understand a thing you just said, but it sounds like it will melt eyes... ;) 
I Should Be Banned From Making Posts. 
(shame) 
That's Pretty Cool Lun 
But supertrim and superpanels are missing their localmaps? 
Ahaha 
Oh Uh 
are they?

Oh, damn, I know what I did. I'll update the file when I get home.

also, scampie figured out the correct solution to our game in #tf from earlier: the United Nations International Bureau of Really Oversized Weapons. 
Willem: 
Do you know UT3 (pc) supports voice chat? Me and the guys have been using vent, but it's kinda annoying. 
 
Just throwing it out there, anyone ever make a Quake mod in isotropic perspective for a Quake tactics kind of game? 
Okay 
file updated. enjoy the fru-its of my labours! 
I See What You Did There 
Cheers. 
VINTAGE 
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