Doom3/base/glprogs/ambientLight.vfp Says Otherwise
#3253 posted by BlackDog on 2006/09/15 11:22:34
# load the local space surface normal
TEX localNormal, fragment.texcoord[0], texture[1], 2D;
MOV localNormal.x, localNormal.a; # rxgb normal map compression
MAD localNormal, localNormal, scaleTwo, subOne;
# transform into ambient map space
DP3 R0.x, localNormal, fragment.texcoord[4];
DP3 R0.y, localNormal, fragment.texcoord[5];
DP3 R0.z, localNormal, fragment.texcoord[6];
What exactly does that do if not pick an ambient colour based on the normalmap?
Open doomedit, pop in an ambient light and it becomes blatantly obvious that the normalmap is being used for diffuse shading. In fact, I can't see any difference at all between the ambient lights in d3 and q4, which is not suprising since quake4/baseq4/glprogs/ambientLight.vfp is identical to the one in Doom.
Whatever you guys changed, that was not it.
Fucking Ellipse Bullshit God Dammit Metl
#3254 posted by BlackDog on 2006/09/15 11:24:21
Hmmm,
#3255 posted by HeadThump on 2006/09/16 00:46:43
anyone who has played Necros' nightmare dreamscapes should realize he has spent a great deal of time in a time bending opium den quaffing down laudanum with Cooleridge, Blake and Jack the
Ripper. Crack does not rise to the occasion.
Drew
#3256 posted by ionous on 2006/09/16 14:12:45
I tested the map about three weeks ago. I sent my comments to him, and haven't heard anything since.
BlackDog
#3257 posted by Lunaran on 2006/09/17 14:26:16
I do seem to visually remember otherwise, but I guess since I uninstalled doom3 a long time ago I have no way of checking. It's not important enough to me to warrant installing it again. :)
Warp Spasm
#3258 posted by ijed on 2006/10/01 10:25:59
I�ve been working on something for quite a while now and its in very early alpha stage, but still fairly huge. I�m takign a couple of weeks off from the project for a holiday, though I�ll still have access to a PC. I�d like some of the q1 community to give me feedback so I can change stuff around and get it all playing nicely.
There�s three maps, that dont yet link up and take around 40mins to play through. The final map is incomplete and doesn�t have difficulty levels. Gameplay is also going to change alot in the first two . . .
If anyone�s interested then drop me a mail at louismanning -at- gmail -dot- com
Many thanks
Er . . .
#3259 posted by ijed on 2006/10/02 10:44:11
that should read '40 mins each' not the whole pack.
Interested, But No Comp.
#3260 posted by Drew on 2006/10/04 23:46:11
Well
#3261 posted by ijed on 2006/10/08 10:53:07
its a slightly modified qouth pack of four final maps, that will only run under bengt jardrup�s engine (no other engine can support the scale). total (continous) playtime being around two hours+
i�ve got a few people taking a look now so it�s enough that it�s known to be in the pipeline.
Alrighty...
#3262 posted by distrans on 2006/10/18 21:08:38
Scragbait just delivered the five fully vised levels for e1 of Travail to my inbox (14MB zipped). Once Asaki sends along the latest progs.dat we can start beta testing. We have bods on board to test the different skill levels etc. but what I like to know is whether any peeps out there still regularly coop Quake. If you are a duo (or trio or quartet) and interested in testing the mod's coop functionality, please drop me a line via my nick a la gmail.
#3263 posted by Trinca on 2006/10/19 01:46:53
distrans if u can come to irc go to #qdq in quakenet they play some coop lots of times...
Distrans
#3264 posted by Spirit on 2006/10/19 02:09:09
Does it have QuakeWorld support? If so I would know someone who could host a good server. And I could play with him. (Not before in ~10 days though...)
Distrans
#3265 posted by R.P.G. on 2006/10/19 12:40:56
It might be possible for me to continue in the same (or similar) situation as before. I've since moved and I haven't tested this internet service using a Quake server, though.
Also, I'm quitting my job and will probably be between jobs for a while so I might actually have time to test it.
Coop
#3266 posted by necros on 2006/10/19 16:29:55
i think the main thing about coop is as long as it has qw support. playing multiplayer with netquake is pretty brutal unless you've got some really low latency.
Trinca And Spirit...
#3267 posted by distrans on 2006/10/19 20:45:35
...thank you heaps, I thought RPG was unavailable atm. Given that he has already done some coop testing for the project, it's probably best to stick with him.
RPG, I'm guessing the inclusion of (or similar) means Kell may not be available given the work on BasePak at the moment. No problem as long as you can find someone as experienced :)
As soon as Asaki sends the latest progs.dat I upload. Ta mate.
Well...
#3268 posted by R.P.G. on 2006/10/19 21:45:17
More like the "or similar" rather means I've been so busy for the last 3 months that I haven't really communicated with anyone aside from the occasional post on Func. If Kell wants to do the same as before, that's lovely. Like I kind of said though, I'll need a playmate to help me get everything setup (assuming the speed of the connection is suitable, etc).
Detail .....Quake.... Huh?
im making a new map pack with about 5 to six maps full of detail. from cylenders to planks to boxes to bars. clever traps and interactive surroundings. im hoping to copy alot of the hl2 sorts of game play with a little of my own crazy ideas. hope you like what i got so far. im also trying to make it a good coop map pack. and add a few deathmatch levels good for teamplay and all of the above. anywho im nearly done with a third of it. heres some screen shots.
http://www.t540.com/quake.htm
the download of the beta levels is also there.
Hmm..
#3270 posted by metlslime on 2006/10/22 12:24:46
Haven't downloaded it yet, but two things strike me as problematic:
1. cramped levels are worse for coop than spacious levels, so if your levels are cramped, coop might be pretty annoying.
2. trap design in many quake levels fails when a second player is introduced, because you can't assume you know where the other player is when the first player triggers the event. Of course, you might have taken this into account, in which case, good job.
Hmm
#3271 posted by aguirRe on 2006/10/22 12:38:12
I can't find a d/l link on that page ...
Pain Of Perplexity (beta)
#3272 posted by Hipshot on 2006/10/22 14:19:33
In Progress
i have taken alot of that stuff into acount. and alot of this is just in the makings. for traps and other things im using counters and things but i havent really gotten to alot of the heavily dedicated traps yet. and the levels are simply smaller. they arent necisarily cramped. and even then im making it a little more geared tward single player anyway.
And the d/l is at the very bottom of the page were it says hl2.zip.
Hipshot
#3274 posted by nitin on 2006/10/22 15:32:45
looks interesting, I'll check it out.
Re: Pain Of Perplexity
#3275 posted by necros on 2006/10/22 15:58:31
shots look good... i'll d/l...
Had A Look See
#3276 posted by necros on 2006/10/22 16:41:00
visuals look very nice. consistent theme and quality. couldn't really find much to fault with the brushwork, except that the moon lights seemed to be placed a little haphazardly. in one stairwell, there were 2 lights, one on each side of the stair, but at different heights, which looked kind of odd.
still, it's a great looking map :)
Re: Pain Of Perplexity
#3277 posted by Kell on 2006/10/22 17:40:45
Some really nice new textures in there. I like the look; makes me think of a cross between Cardigan's Estatica ( Q3 ) and the terracota city textures from e1m5/e4m4 ( Q1 ). Neat shader work, such as the teleporter and skybox.
I don't like that the jump pad texture is square.
Haven't played it yet, but it seems like a good layout and a reasonable item load.
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