Johnnyenglish, on 11 August 2011 - 07:01 AM, said:
It's made me reconsider some of the work I've been doing on my current map projects.
I have a couple of questions if that's ok?
Will the new fog be locked, it looks amazing to me and I think it adds a lot to a scene, the effect of distance and depth is enhanced with just that small amount of fog BUT, I'd prefer that players cannot turn if off or change the setting that the mapper chooses.
Currently (in alpha and bumpy) normal/bump maps are loaded based on the filename and the name of the shader, will we be able to specify which normal/bump map is to be used on a per-shader basis? So in effect share normal and bump maps between several shaders.
From what I understand, new "dynamic" player model lighting will be based only on light entities, light emitting shaders will have no effect?
Will a new (official) entities.def be provided for those interested in mapping for HD or is this too soon?
Frankie, thank you very much for that, it's very much appreciated.
Interesting question.
At the moment it’s our intention to jump start the map making community and in the process make it easier for someone interested in making maps to get up to speed as quickly as possible.
As for my involvement I’m the logical choice to look into how things could be improved in this area as although I am experienced in applications like 3ds Max as well as Motion Builder I have little experience (actually none) in makeing maps and Two Towers happens to be my first.
The biggest problem I see with getting new people involved in map making is not with the artistic values that comes over time but the fundamental problem of even installing the necessary software and if not for BK and RC’s help I probably would have given up with in the first couple of hours in frustration.
Fog wise I don’t think it’s new (I could be wrong) but I think it works better because it does seem to interact with spec in a dynamic manner, but as to locking things graphics wise it is in the back of our minds but that depends on how well the new player models perform. If we can solve player model visibility so that it’s better to leave the graphic settings alone, than to turn them, off or crank them up then that’s an issue we won’t even need to address. To use the correct terminology their lighting levels are natural (or neutral)
What we will do with shaders in the future depends on how far the current maps can be pushed with what is available now. How they will be changed is really TwentySeven’s decision and his turf but improved texturing and lighting is an on going discussion.
As for player model shading that is also an area for TwentySeven but overall it is reactive to all lighting conditions as it does use some of the lighting features available to the video card ( I stand to be corrected) but also uses a spec map that we already know is reactive based on the amount of output. This gives it a high foreground to background contrast with out the need for higher RGB values (high contrast = no day glow blue uniforms or neon orange jumps suits)
Anything custom built to make a HD map will be released and in general when it comes to 3rd party maps it’s business as usual.
P.S. Your welcome