I've come up with a new, simple, efficient method to color underwater surfaces, using some shader magic. The premise is that you get more realistic underwater surfaces with no performance cost due to the manipulation of the lightmap, with little effort by the mapper. Sounds good eh? Scurry over to the pond to read all about it...
http://fsk405.digitalamusement.com/
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New lightmap trick, reglow
#5
Posted 01 August 2005 - 10:34 PM
actually, yes, no, and yes, in that order.
Even though the player scale is changing (72 unit tall player instead of the current 64) the techniques being demonstrated are portable to other games that utilize the q3a engine and all of its variants, as shader AND bsp tech are essentially the same.
This goes for any engine that uses GTK/q3map2 for generation and compiling, such as q3a, rtcw, et, ja etc etc etc. they ALL use the same bsp/shader tech. hell, even doom3 and halflife2 still use bsp technology.
As a matter of fact, I would say the best time to learn how to map for ut|mx is right now, as the fundamentals of mapping learned in q3ut3 will not change and can be brought to the new game so to speak.
Even though the player scale is changing (72 unit tall player instead of the current 64) the techniques being demonstrated are portable to other games that utilize the q3a engine and all of its variants, as shader AND bsp tech are essentially the same.
This goes for any engine that uses GTK/q3map2 for generation and compiling, such as q3a, rtcw, et, ja etc etc etc. they ALL use the same bsp/shader tech. hell, even doom3 and halflife2 still use bsp technology.
As a matter of fact, I would say the best time to learn how to map for ut|mx is right now, as the fundamentals of mapping learned in q3ut3 will not change and can be brought to the new game so to speak.
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