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New lighting method for more realistic textures Rate Topic: -----

#11 Guest_Sticky Icky

Posted 05 October 2004 - 01:35 AM

rofl i new i wuz missing somethin'

#12 User is offline   Wily Duck Icon

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Posted 09 October 2004 - 07:42 PM

In case people have been feeling lazy, here's the end result comparison from my site.

Posted ImagePosted Image

I have full screen versions of those and instructions on how to do it on my site.

#13 Guest_b33f

Posted 25 October 2004 - 05:20 AM

Hmm I think I'm gonna have to talk to you wily. I can't seem to get it to work. Maybe it's the texture I'm using or something, but I'll try to talk to you in IRC. I keep following the directions exactly, step by step, but it never comes out right.

#14 User is offline   Hybridesque (old) Icon

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Posted 01 November 2004 - 12:23 PM

Show us the comparison you did with bumpmapping as well please.

#15 User is offline   tr!ckn0l0gy (old) Icon

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Posted 01 November 2004 - 02:16 PM

Hmmm,

I didn't yet take a look at the map, because I'm at work, but comparing the screenies just makes me think: Isn't that just an improvement on color and crispness of the actual source image? Where's the payoff using a shader to do it? Why not just alter the source image, so it looks like in the final screener (right hand side)?

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#16 User is offline   HoboHumpinSlut (old) Icon

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Posted 01 November 2004 - 11:49 PM

cause the lighting will fuck it up again ;)

#17 Guest_b33f

Posted 02 November 2004 - 04:00 AM

Well, I wanted to put it to a different test. I took a cracked mud texture and followed the directions. Then I used a skybox with an angled sun. The result was this horrible glowing yellow dirt ground.

#18 User is offline   illogical Icon

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Posted 02 November 2004 - 04:23 AM

Take some screenshots, seeing it might help use figure it out.

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