The Horror
#3225 posted by metlslime on 2006/09/10 00:06:35
Lol
#3226 posted by Kinn on 2006/09/10 03:18:05
"3D-fx" that takes me back. "But will it run Quake 2?" I remember my na�ve younger self enthusiastically chirping in the local PC World.
OK, OK
#3227 posted by JPL on 2006/09/10 23:13:13
Please, calm down everybody: if you read carefully the begining of my previous post, I said I'm not used with hi-res texture naming conventions... I already know that I'm a french morron, blah blah, blah... but in anyway, thanks for this helpful clarification... :P
Okay
#3228 posted by Lunaran on 2006/09/11 18:07:56
Yes, thank you for explaining how normal-mapped textures work to me. I've never done any work with the Doom3 engine so I have no idea how any of that works.
Take the 3D-fx file an convert it into grey scale. Increase contrast by 40%, and decrease brightness by 40%. Now you have the "relief" of the texture
This is what you did wrong.
Like I already pointed out, the green channel of the normal map isn't oriented like you think it is. Full white in this channel is for normals pointing down, and black is for normals pointing up. Thus, if you grayscale the normal map, you're not going to have a relief map that follows the typical convention of light coming from above and a little to the left, you're going to have one of light coming from below.
Thus why your textures look like that.
LOL!
#3229 posted by distrans on 2006/09/11 20:58:41
...the sarcometer I installed last week just burned itself out :)
Hmmm,
#3230 posted by HeadThump on 2006/09/11 21:17:55
...the sarcometer I installed last week just burned itself out :)
you may want to turn it in for a higher grade model that can handle higher readings than 'common' if you plan on reading O'Rourke, Mencken or Waugh anytime soon.
Hm..
#3231 posted by necros on 2006/09/11 21:22:05
i wonder if this is why the shadows are upside down when you use ambient lighting in d3?
But Whatever You Do...
#3232 posted by than on 2006/09/12 21:02:38
Do NOT buy an American made sarcometer. They may be cheaper, but I heard that they cannot easily handle the highest levels needed for life in Britain.
No
#3233 posted by inertia on 2006/09/12 21:04:48
The sarcometers made in the secret weapons plants of this country are superior to any other free country's.
And...
#3234 posted by metlslime on 2006/09/12 21:32:38
the ones in non-free countries were all sold to them by the CIA anyways...
Tsk Tsk
#3235 posted by HeadThump on 2006/09/12 22:06:02
Do NOT buy an American made sarcometer. They may be cheaper, but I heard that they cannot easily handle the highest levels needed for life in Britain.
still under the impression Jaguars are still being made in Coventry . . . it's a little sad.
British Industry...
#3236 posted by than on 2006/09/13 03:34:31
the only the thing we have left is the sarcometer!
You've Still
#3237 posted by inertia on 2006/09/13 12:10:24
got waging war to sustain your economy.
Some Myths Seem To Never Die
#3238 posted by HeadThump on 2006/09/13 13:02:37
got waging war to sustain your economy.
http://www.mises.org/story/1428
But at a cost of half a trillion dollars, the idea war is an economic stimulate is a much tougher sale to this generation than previous.
Not Quite
#3239 posted by inertia on 2006/09/13 13:10:01
correct, althoug the article does warrant reading.
In all three cases, resources are diverted from the productive economy of wealth creation to the destructive economy of war-fighting.
The key phrase there is destructive economy. Many people profit off of such things...
Redistribution Is Not Production
#3240 posted by HeadThump on 2006/09/13 13:31:52
In this case, the people who profit benefit soley through a redistribution of resources done through taxation, debt or inflation, not through the additive value to the overall economy.
In this case, 'the many people' (who profit) can never actually be the majority of the people because of the parasitical nature of the transfer (ie. public finance).
I Don't Think The Profiteers In Question Care Much About That
#3241 posted by BlackDog on 2006/09/13 13:55:08
Hmph.
HT
#3242 posted by inertia on 2006/09/13 15:16:28
I can't say I'm informed enough to give an authoritative opinion, but if you are correct, that is very interesting! We should talk more about these things (I'm an Economics major at college).
Sure, Feel Free To E-mail Me
#3243 posted by HeadThump on 2006/09/13 15:42:25
if I keep up the discussion here, I'm afraid I'll have to start posting screenshots!
Once Again ...
#3244 posted by Lunaran on 2006/09/13 16:55:42
inertia transmutes an unrelated conversation into a debate about US foreign policy.
i wonder if this is why the shadows are upside down when you use ambient lighting in d3?
the ambient lighting in doom3 ignores the normal map entirely. if ambient lit textures look upside down in doom3 to you, you're on crack. :)
in quake4, ambient light volumes do something similar to what JPL did, except they handle the normal map right. however, if you rotate or flip a texture, the effect rotates/flips with it. it was really, really fun to try and eliminate all the junctions of rotated/flipped textures in the MP maps (which all have ambients except ctf7).
No
#3245 posted by necros on 2006/09/13 22:52:40
there really are shadows on ambient lit textures... or i'm nuts. anyway, if there weren't shadows, then they would look like utter ass since most of the diffuse maps look like ass alone.
Rofl
#3246 posted by inertia on 2006/09/14 09:11:02
nice one lun ;)
Ambient Lights In D3 Don't Ignore The Normalmap
#3247 posted by BlackDog on 2006/09/14 19:06:48
wtf lun, are you on crack yourself? :)
I couldn't tell you what the exact difference between d3 and q4 ambient lighting is, but they both certainly do some kind of ambient-but-directional bumpmapping thing. And both look rubbish.
What's Up With That Jed Map?
#3248 posted by Drew on 2006/09/14 22:44:27
Still in testing?
Metl
#3249 posted by inertia on 2006/09/15 07:24:44
Thanks for sending me the rubicon2 textures, I won't share them though like you asked.
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