Bloom Effect
#5435 posted by RickyT33 on 2009/01/19 02:33:03
I'm just messin' hehe!
Thats Rygels 2.7Mb pack there as well guys. I cant put realtime lights on though. It kills the framerate completely. And I have to type some weird crap in because Darkplaces lights appear extremely bright in realtime mode with my method of lighting.
And I get about 8 fps.
But hey - I normally use FitzQuake 0.80 especially to play with. And I have textured the map using a lot of standard Quake textures, but there are plenty of non-standard ones too so as you can see from the shots it looks weird like that anyway because of the contrast between the really low-rez ones and the eXtremely high-rez ones.
Anyway it runs in Winquake, Darkplaces, Fitz, GlQuake, Tomaz, QMB, Joequake, Qrack, etc etc etc...
Thanks for the tips.
Bloom
#5436 posted by ijed on 2009/01/19 02:42:40
Is a problem. If you apply it on a per-shader basis then it looks great, but immolates the graphics card.
Applying it over the entire game, that is, directly from the back buffer is MUCH cheaper, which is why lots of modern games have that sweaty look.
They want bloom but don't want make the graphic concessions necessary to have it, so instead they have to plaster it all over.
#5437 posted by Spirit on 2009/01/19 10:03:42
I agree with what necros said, that texture patterns rather ugly. Also there are very dominant (and ugly) rivets everywhere (that might be less flamboyant with the original textures though).
The rest looks very promising!
It's Still Coming, Honest!
#5438 posted by Friction on 2009/01/20 19:58:10
Why "yournotfoolinganyone.jpg"?
#5439 posted by RickyT33 on 2009/01/20 20:01:26
looks pretty substantial!
any chance of an in-game shot or two?
Friction
#5440 posted by Zwiffle on 2009/01/20 20:05:27
No one cares any more. Just convert it for DNF when that comes out.
#5441 posted by necros on 2009/01/20 20:11:24
that's a lot of brushwork! :)
i second the request for a proper shot btw. :P
#5442 posted by JneeraZ on 2009/01/20 20:57:04
Looks ... massive! Yeah, some in-level shots would be cool.
I Have Dozens Of Shots
#5443 posted by Friction on 2009/01/20 20:58:27
Yeah Boi!!!
#5444 posted by RickyT33 on 2009/01/20 21:20:44
that looks very professional to me!! :)
Nice lighting, brushword etc, er - I never tried mapping for Doom 3 yet, so I can give any other real input except for I hope the gameplay is as good as the visuals!
#5445 posted by JneeraZ on 2009/01/20 21:24:15
Uh ... over 35,000 brushes?! Holy crap, I admire your tenacity.
I Was Going To Ask What It Was
#5446 posted by nitin on 2009/01/20 22:56:10
till I saw all the pipes :)
But What About...
#5447 posted by metlslime on 2009/01/21 00:00:23
fr3dm2? I'm still waiting...
Hmm
#5448 posted by nonentity on 2009/01/21 00:14:27
I swear down it used to be orange...?
Friction
#5449 posted by starbuck on 2009/01/21 06:06:54
still looking awesome. Might have to give Doom 3 a reinstall.
Friction
#5450 posted by JPL on 2009/01/21 07:59:58
OMG ! It look so sexy ! Very good ! Very good !
Fine Screenies!
#5451 posted by madfox on 2009/01/23 02:13:47
I thought I saw Abe coming round the corner of Oddworld,
trying to save Friction from Burgerworld.
MDLEd Preview
#5452 posted by JneeraZ on 2009/01/24 22:24:59
My model editor program is moving right along, fully supporting frame and skin groups (mega thanks to Preach, as always, for info freely shared).
http://www.quaketastic.com/upload/files/screen_shots/MDLEd_01242009_A.jpg
http://www.quaketastic.com/upload/files/screen_shots/MDLEd_01242009_B.jpg
http://www.quaketastic.com/upload/files/screen_shots/MDLEd_01242009_C.jpg
Probably won't allow you to edit the vertices in this program (but maybe in the future), but you will be able to export/import frames, export/import skins, rename frames, change flags, etc.
#5453 posted by necros on 2009/01/25 00:54:38
looks pretty sweet, man.
what formats will you include for exporting? qme allowed dxf, and it worked well for 3dsmax (which imports and exports dxf) but different 3d packages are notorious for having all sorts of formats. :S
#5454 posted by JneeraZ on 2009/01/25 01:02:09
Since it's just Quake models, I was thinking of something text based and simple like OBJ - plus OBJ is one of the most widely supported formats. I'll probably start there and see what else might be required...
Hey
#5455 posted by Zwiffle on 2009/01/25 01:06:43
Looks pretty sexy there. Is this just to manipulate already-built models or to create new models?
Ohh
#5456 posted by necros on 2009/01/25 01:07:16
that would be nice, it's a better format than dxf for sure!
Cool...
#5457 posted by metlslime on 2009/01/25 08:18:11
(waiting for a windows port)
#5458 posted by JneeraZ on 2009/01/25 11:22:08
Zwiffle
Both. You'll be able to load existing MDLs as well as create new ones. I don't plan on including modeling tools so you'll have to create the frames themselves in something external and then import them as OBJs into this editor.
The editor will then allow you to set flags, rename the frames, create groups, import skins, etc.
Willem
#5459 posted by RickyT33 on 2009/01/25 16:36:09
What Metl said :)
Very cool btw.
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