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PostPosted: Wed Aug 19, 2009 12:58 pm 
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]Wo0[ wrote:
There is a way to get sort of waves on the sea ('T'immy created a map during 048 using that).
It might be some "deformvertex" or something shader related ?


you can have moving surfaces with the deformvertex shader stuff

but: it looks *I need a large hot beef injection ♡* and eats up far too much performance

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PostPosted: Wed Aug 19, 2009 3:06 pm 
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honnestly on that 048 map (forgot the name, was a lake in the middle with bobsite under water), it was interesting waves (depends on the sin values).

And i guess there is a way to lock the perf with a portal or something.

Anyway, i might be wrong somewhere, but i think it worth a test.

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PostPosted: Mon Oct 05, 2009 1:06 pm 
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*BUMP*

Stealthzone updated


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PostPosted: Mon Dec 14, 2009 1:07 pm 
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More screen shots at http://www.stealthzone.net


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PostPosted: Mon Dec 14, 2009 1:17 pm 
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Stealth wrote:
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More screen shots at http://www.stealthzone.net


overall beauty!!

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PostPosted: Mon Dec 14, 2009 1:34 pm 
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Hey thanks man! :D


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PostPosted: Mon Dec 14, 2009 2:17 pm 
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Wow love the detail your doing. :D

Great Job :D


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PostPosted: Mon Dec 14, 2009 2:19 pm 
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You got it man!


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PostPosted: Mon Dec 14, 2009 9:36 pm 
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took a look at it this morning, it looks nice :). I hope that it will be a good map =)

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PostPosted: Mon Dec 14, 2009 10:47 pm 
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Stealth wrote:
Image

More screen shots at http://www.stealthzone.net

I feel the time you spend in your projects with some details that create a specific ambience, dunno why but the ship do not look like fake (i guess you know what i mean). dunno but i personally think that snow renders better than rain in ET.
Im happy you play with shaders i think TCE never (understand not enough) used some of the Q3 engine abilities (texture blending, miror, cameras, animated textures, bump mapping, etc ...).

btw im lazy to register but i wish to give feedback sometimes, and i guess im not alone.

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PostPosted: Tue Dec 15, 2009 3:41 pm 
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]Wo0[ wrote:
dunno but i personally think that snow renders better than rain in ET.

Could be because you'd expect an interaction between the raindrops and the ground but there is none in ET. This could be faked relatively easily by making a small splash model repeated throughout the open areas of the map.
Also, you'd expect some specularity on "wet" surfaces (could be faked with environment maps).

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Im happy you play with shaders i think TCE never (understand not enough) used some of the Q3 engine abilities (texture blending, miror, cameras, animated textures, bump mapping, etc ...).

Most custom maps use "default" TC:E textures. That means they will look the same to a certain level regardless of their architectural quality. I mentioned the blue look of most custom maps before. Only because they all use the same default sky shader.

I guess the filesize is the reason for this but it's a shame to see some custom maps that actually have some work put into them not played because of the size of additional textures made for them (which is nothing by today's standards).

Also, today's graphical standards are set by games on Cry or Unreal engine and most people seem to be able to play them... Can't we expect a bit higher resolution textures in TC:E? Or will it finally drown someday in a sea of mediocre map designs because we're still giving in to those on P100/56k modem PC's?

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btw im lazy to register but i wish to give feedback sometimes, and i guess im not alone.
Yeah, I wish the forums were open to the public though.


Stealth, nice work. As always.


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PostPosted: Wed Dec 16, 2009 6:13 am 
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Looks good Stealth. Would be a nice change from most of the maps around. I always have liked to play custom maps, they always seem to have a different feel.

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