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New lightmap trick, reglow Rate Topic: -----

#1 User is offline   Wily Duck Icon

  •   mapper   
  • Account: wilyduck
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Posted 29 July 2005 - 08:00 PM

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/

#2 Guest_KanNabiS

Posted 31 July 2005 - 10:40 AM

The Superman logo is the blue jump pad in the corner down low in the front. I'd show u the jpeg I took but I don't have a host.

I'm sure people have gotten this on your site by now right?

#3 User is offline   Wily Duck Icon

  •   mapper   
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Posted 01 August 2005 - 04:26 AM

kannabis - email me the jpeg

wilyduck@digitalamusement.com

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

  • Joined: 19-January 04
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Posted 01 August 2005 - 06:51 AM

nice work, but do you think it will actually be implemented? isn't all development fpr q3 and its mods for the dustbin? or can it also be used in ET?

#5 User is offline   Shminkyboy Icon

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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.

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#6 Guest_KanNabiS

Posted 05 August 2005 - 09:10 PM

Quote

kannabis - email me the jpeg

wilyduck@digitalamusement.com


Screenshots sent.

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