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 Post subject: Specular and Bump mapping
PostPosted: Fri Oct 02, 2009 11:50 am 
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This guy http://forums.urbanterror.net/topic/11414-bumpmapping-modifications-enthusiastic-mappers-required/ Has modified the Q3 engine to support specular and bump mapping for ioquake3.

We don't have any coders with this capability?


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PostPosted: Fri Oct 02, 2009 1:15 pm 
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I guess it would mean to get out of ET engine, to loose the punkbuster support and many consequences ; but it shows how flexible is the engine.

It would be interesting if it was possible as a mod, keeping support of the ET label.

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PostPosted: Fri Oct 02, 2009 1:28 pm 
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Now I'm depressed all over again. If it weren't for my love of TCE, I would be long gone by now.

I guess my Urban Terror Maps are gonna look way nicer then the TCE ones.


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PostPosted: Fri Oct 02, 2009 4:45 pm 
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Neat. Too bad I don't really like UT.. :/


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PostPosted: Fri Oct 02, 2009 10:14 pm 
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To me the walls are awful. Come on who wrap stonewalls in plastic?

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PostPosted: Sat Oct 03, 2009 12:33 am 
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OK lets whine a little bit:
Urban Terror is UrT, Unreal Tournament is UT.

:lol: :lol: :lol:

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PostPosted: Sat Oct 03, 2009 1:33 am 
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gonzo|Uncle Bionic wrote:
OK lets whine a little bit:
Urban Terror is UrT, Unreal Tournament is UT.

:lol: :lol: :lol:


LMAO! That's what I was thinking too - but I guess I didn't post it cuz I'm not as big of a whiner as you are ;) :P :evil: :moon:

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PostPosted: Sat Oct 03, 2009 2:20 am 
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lol diane

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PostPosted: Sat Oct 03, 2009 1:18 pm 
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Xreal has had this for several years and its just a beefed up version of Q3.

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PostPosted: Sat Oct 03, 2009 2:28 pm 
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Good god Bio, You know what I meant. Obvious I don't play the game... lol.

However, its not bad I would say. Just bored with crosshair games.


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PostPosted: Sat Oct 03, 2009 3:31 pm 
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crosshairs suck
:D

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 Post subject:
PostPosted: Sun Oct 04, 2009 1:39 am 
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Yes, you are quite able to implement bump and parallax mapping into default ET in mod form. It is just time consuming, and you have to recompile your maps. 27 just created a "band-aid" approach using shaders, not true engine rendered bump mapping.

There is a mod in progress that uses this technology, for both maps and weapons, etc. Too bad it is basically just ET with new graphics...


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PostPosted: Sun Oct 04, 2009 8:23 pm 
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Rang3r1_v2 wrote:
Yes, you are quite able to implement bump and parallax mapping into default ET in mod form.
...
There is a mod in progress that uses this technology, for both maps and weapons, etc. Too bad it is basically just ET with new graphics...

Are you sure about this? As far as I know/remember, the ET's SDK doesn't allow making a lot (if any) changes to the rendering engine. The best thing I saw related to this was a fake render to texture method in Falckon ET (the sniper rifle's scope showed whichever the gun was pointing at while it was lowered) which was probably just a hack of the camera portals.


Anyway, I'd like to see that mod you mentioned, any links?


ET can actually use normal maps but not at realtime, they get rendered inside the lightmap.

It wouldn't make sense anyway since, opposed to Q3, ET doesn't have any dynamic lights. You can notice this if you enter a dark part of the map and simply shoot the weapon, there is no actual effect to the surroundings, including the models.

Some dynamic lights can be placed within the editor (flickering, pulsating, ...) but they're just some more lightmap additions and won't affect models that don't have the lightmap rendered on them (players, doors, etc.).

So I'm not sure how you would go with placing parallax mapping without the access to the rendering engine's source code.


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PostPosted: Mon Oct 05, 2009 1:04 am 
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Quote:
Are you sure about this? As far as I know/remember, the ET's SDK doesn't allow making a lot (if any) changes to the rendering engine. The best thing I saw related to this was a fake render to texture method in Falckon ET (the sniper rifle's scope showed whichever the gun was pointing at while it was lowered) which was probably just a hack of the camera portals.

Jaquboss was amazing, the amount of stuff he implemented including player shadows. Man if only he kept working on ET. Good guy though, great guy.

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 Post subject:
PostPosted: Mon Oct 05, 2009 5:26 am 
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Alpha Red wrote:
Jaquboss was amazing, the amount of stuff he implemented including player shadows. Man if only he kept working on ET. Good guy though, great guy.
Those player shadows were actually implemented in iDTech3 since Q3. Check out the cg_shadows console command.


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